Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: JAP_naval_faction_tier_2_equal_army
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_2_equal_army = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = 0.025
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = 0.025
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = 0.025
			instant = yes
		}
	}
}
### Entity: Decision
Component: SWE_nordic_resistance_fighters_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_nordic_resistance_fighters_category = {
	icon = generic_independence
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_completed_focus = SWE_the_frivilligkaren_divisions
	}
	priority = {
		base = 10
	}
}
### Entity: Scripted Trigger
Component: can_unlock_second_track_of_sf_doctrine
Constructs: limit, check_variable
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
can_unlock_second_track_of_sf_doctrine = {
	if = {
		limit = {
			check_variable = {
				sf_trees = > 1
			}
		}
		custom_trigger_tooltip = {
			tooltip = can_unlock_second_track_special_forces_doctrine_yes
			check_variable = {
				sf_trees = > 1
			}
		}
	}
	else = {
		custom_trigger_tooltip = {
			tooltip = can_unlock_second_track_special_forces_doctrine_no
			always = no
		}
	}
}
### Entity: Event
Component: mtg_britain.93
Constructs: is_triggered_only, limit, add_opinion_modifier, add_political_power, add_timed_idea, check_variable, set_variable, add_to_variable
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.93
	title = mtg_britain.93.t
	desc = mtg_britain.93.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_britain.93.a
		effect_tooltip = {
			FROM = {
				add_political_power = -25
				add_timed_idea = {
					idea = ENG_imperial_conference_economy_dominion
					days = 365
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = ENG_imperial_conference_approved_resolution
				}
			}
		}
		ENG_imperial_conference_economy_level_up = yes
		if = {
			limit = {
				NOT = {
					check_variable = {
						var = ENG_imperial_conference_economy_answers
						value = 1
						compare = greater_than_or_equals
					}
				}
			}
			set_variable = {
				var = ENG_imperial_conference_economy_answers
				value = 0
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_economy_answers
			value = 1
		}
		ENG_imperial_conference_clear_in_progress_flags = yes
	}
}
### Entity: Event
Component: toykan.22
Constructs: is_triggered_only
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.22
	title = toykan.22.t
	desc = toykan.22.d
	picture = GFX_report_event_albanian_partisans
	is_triggered_only = yes
	option = {
		name = toykan.22.a
	}
}
### Entity: Event
Component: palestine.2
Constructs: is_triggered_only, add_war_support, add_political_power
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.2
	picture = GFX_report_event_generic_battle
	title = palestine.2.t
	desc = palestine.2.d
	is_triggered_only = yes
	option = {
		name = palestine.2.a
		transfer_state = 229 230
		add_war_support = 0.05
		add_political_power = 75
	}
}
### Entity: Order of Battle
Component: 31a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 31a Brigada Legionario
	location = 4182
	division_template = Brigada Legionario
}
### Entity: Idea
Component: KMT_doolittle_failed
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_doolittle_failed = {
	removal_cost = -1
	picture = warrior_traditions_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = 0.05
		army_morale_factor = 0.05
	}
}
### Entity: Event
Component: wtt_japan.13
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.13
	title = wtt_japan.13.t
	desc = wtt_japan.13.desc
	picture = GFX_report_event_japan_europe_pact
	is_triggered_only = yes
	option = {
		name = wtt_japan.13.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_rehabilitate_pre_revolutionary_practices
Constructs: prerequisite, has_government, add_stability, completion_reward, is_historical_focus_on, add_popularity, add_timed_idea
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_rehabilitate_pre_revolutionary_practices
	icon = GFX_goal_TAN_rehabilitate_uriankhai_practices
	prerequisite = {
		focus = TAN_Liberty_Ethos
	}
	mutually_exclusive = {
		focus = TAN_Strenghten_Democracy
	}
	x = -1
	y = 1
	relative_position_id = TAN_Liberty_Ethos
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			is_historical_focus_on = yes
			NOT = {
				has_government = neutrality
			}
		} {
			factor = 6
			has_government = neutrality
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 1395
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TAN_mongush_lopsan_chimit
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: AI Strategy
Component: GER_treat_ARG_bad_untill_they_do_something_or_if_the_time_is_good
Constructs: has_completed_focus, has_government, has_war_with, is_faction_leader, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_treat_ARG_bad_untill_they_do_something_or_if_the_time_is_good = {
	allowed = {
		original_tag = GER
	}
	enable = {
		GER = {
			has_government = fascism
			is_faction_leader = yes
		}
		ARG = {
			has_government = fascism
			is_in_faction = no
		}
		country_exists = ARG
	}
	abort = {
		OR = {
			date = > 1941.12.7
			GER = {
				has_war_with = USA
			}
			ARG = {
				OR = {
					has_war_together_with = GER
					has_completed_focus = ARG_join_the_axis
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = ARG
		value = -75
	}
}
### Entity: Modifier Reference
Construct: naval_morale_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_morale_factor

* Number with 1 decimal places
* **Categories**: naval, unit_leader
### Entity: Scope Reference
Construct: Theater
Source: vanilla_docs
File: common/ai_faction_theaters/_documentation.md

Doc:
# AI Faction Theater
```
ai_faction_theater_id = {

	name = [...] # Name of the theater (Loc Environment = faction leader: COUNTRY)

	ai_will_do = {
		# How likely AI is to create this theater
		# SCOPE = actor : COUNTRY
	}

	cancel = {
		# Makes AI to abandon owned theater
		# SCOPE = actor : COUNTRY
	}

	regions = {
		# List of strategic region IDs in this theater
		# NOTE that the area of the theater must be connected!!!
	}

	# By default, the first region in the list of regions must be available in order for the theater
	# to be created. This flag allows to override that behavior and create the theater anyway, as long
	# as at least one region is available.
	can_skip_first_region = yes

	preferred_countries = {
		# Priority list for countries to be assigned to the theater, if those countries are
		# present in the faction. The AI will try to assign countries going from top to bottom
		# until theater's needs are fulfilled. Note, that AI will *not* try to assign every
		# country from this list - if the number of countries needed for the theater is less
		# than are in this list, the remaining countries will be left not assigned to the theater.
	}
}
```
### Entity: Decision
Component: CHI_war_in_sinkiang
Constructs: has_war_with, fire_only_once, cancel_if_not_visible, is_good
Source: game
File: common/decisions/CHI_warlord_decisions.txt

Code:
CHI_war_in_sinkiang = {
	SIK_war_halting = {
		priority = 100
		icon = GFX_decision_generic_ignite_civil_war
		visible = {
			original_tag = SIK
			has_war_with = KHM
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 365
		fire_only_once = yes
		activation = {
			always = no
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			custom_effect_tooltip = SIK_stalemate_tt
			country_event = {
				id = SEA_warlords.5
				hours = 6
			}
		}
	}
	KHM_holding_out = {
		priority = 100
		icon = GFX_decision_generic_ignite_civil_war
		visible = {
			original_tag = KHM
			has_war_with = SIK
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 365
		fire_only_once = yes
		activation = {
			always = no
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			custom_effect_tooltip = KHM_survival_tt
		}
	}
}
### Entity: Military Industrial Organization
Component: FRI_aviat_et_compagnie_hanoi_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_FRI_organization.txt

Code:
FRI_aviat_et_compagnie_hanoi_organization = {
	name = Aviat et Compagnie Hanoi
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_generic_industrial_concern_2
	allowed = {
		original_tag = FRI
	}
	visible = {

	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		limit_to_equipment_type = {
			motorized_equipment mechanized_equipment motorized_rocket_equipment
		}
		equipment_bonus = {
			reliability = 0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Event
Component: france.19
Constructs: is_triggered_only
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.19
	title = france.19.t
	desc = france.19.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = france.19.a
	}
}
### Entity: Idea
Component: NZL_ratana_alliance
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_ratana_alliance = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_morale_bonus
	modifier = {
		political_power_cost = 0.2
		stability_factor = 0.05
		war_support_factor = 0.05
	}
}
### Entity: Modifier Reference
Component: DEN_haeren_dynamic_modifier_improved
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_haeren_dynamic_modifier_improved = {
	enable = {
		always = yes
	}
	icon = GFX_idea_DEN_haeren_2
	army_attack_against_minor_factor = DEN_haeren_army_attack_against_minor
	army_speed_factor = DEN_haeren_army_speed
	army_org_factor = DEN_haeren_army_org
	org_loss_when_moving = DEN_haeren_org_loss_when_moving
	army_attack_factor = DEN_haeren_army_attack
	army_defence_factor = DEN_haeren_army_defence
	army_core_attack_factor = DEN_haeren_army_core_attack
	army_core_defence_factor = DEN_haeren_army_core_defence
	army_armor_attack_factor = DEN_haeren_army_armor_attack
	army_armor_defence_factor = DEN_haeren_army_armor_defence
	army_artillery_defence_factor = DEN_haeren_army_artillery_defence
	army_artillery_attack_factor = DEN_haeren_army_artillery_attack
	army_attack_against_major_factor = DEN_haeren_army_attack_against_major
	army_defence_against_major_factor = DEN_haeren_army_defence_against_major
}
### Entity: Country History
Country: CZE
Component: CZE_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CZE - Czechoslovakia.txt

Code:
# Politics & Parties for CZE
set_politics = {
	ruling_party = democratic
	last_election = 1935.5.19
	election_frequency = 60
	elections_allowed = yes
}
set_popularities = {
	democratic = 71
	neutrality = 14
	fascism = 3
	communism = 12
}
### Entity: Event
Component: IRQ_political_events.75
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, remove_resource_rights, give_resource_rights
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.75
	title = IRQ_political_events.75.t
	desc = IRQ_political_events.75.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.75.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 3000
			producer = GER
		} {
			type = artillery_equipment_1
			amount = 300
			producer = GER
		}
		hidden_effect = {
			ENG = {
				remove_resource_rights = 676
			}
		}
		give_resource_rights = {
			receiver = GER
			state = 676
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_war_communism
Constructs: prerequisite, has_war, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_war_communism
	icon = GFX_postive_heroism
	x = 1
	y = 1
	relative_position_id = KAL_form_manufacturing_cooperatives
	prerequisite = {
		focus = KAL_form_manufacturing_cooperatives
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
		has_government = communism
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = JAP_war_communism_new_economy_law
		add_ideas = JAP_war_communism_idea
	}
}
### Entity: Idea
Component: MPL_against_germany_idea
Constructs: has_government
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_against_germany_idea = {
	allowed = {
		always = no
	}
	picture = MEX_politicised_army_2
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.15
		defense_bonus_against = 0.15
		breakthrough_bonus_against = 0.15
	}
	cancel = {
		all_country_with_original_tag = {
			original_tag_to_check = GER
			OR = {
				exists = no
				NOT = {
					has_government = fascism
				}
			}
		}
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		army_speed_factor = -0.1
		training_time_factor = 0.25
		naval_coordination = -0.15
		air_accidents_factor = 0.15
		minimum_training_level = -0.1
	}
}
### Entity: Character
Component: GER_walther_von_brauchitsch
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_walther_von_brauchitsch = {
	name = GER_walther_von_brauchitsch
	portraits = {
		army = {
			small = GFX_idea_walther_von_brauchitsch
		}
	}
	advisor = {
		slot = army_chief
		idea_token = walther_von_brauchitsch
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_develop_modern_maneuver_warfare
		}
		traits = {
			army_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_hindutva
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_politics, set_country_flag
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_hindutva
	icon = GFX_focus_RAJ_hindutava
	prerequisite = {
		focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
	}
	x = -2
	y = 4
	relative_position_id = RAJ_give_me_blood_and_i_will_grant_you_freedom
	mutually_exclusive = {
		focus = RAJ_netaji
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
			last_election = 1936.1.1
			election_frequency = 24
			long_name = RAJ_fascism_party_long
			name = RAJ_fascism_party
		}
		effect_tooltip = {
			promote_character = {
				ideology = fascism_ideology
				character = RAJ_v_d_savarkar
			}
		}
		set_country_flag = RAJ_allow_release_states
	}
}
### Entity: Event
Component: prc.15
Constructs: is_triggered_only, limit, fire_only_once, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.15
	title = prc.15.t
	desc = prc.15.d
	picture = GFX_report_event_physics_lab_01
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = prc.16
				days = 30
			}
		}
	}
	option = {
		name = prc.15.a
		custom_effect_tooltip = prc_more_research_tt
		if = {
			limit = {
				has_idea = PRC_socialism_with_chinese_characteristics_2
			}
			swap_ideas = {
				remove_idea = PRC_socialism_with_chinese_characteristics_2
				add_idea = PRC_socialism_with_chinese_characteristics_3
			}
		}
	}
}
### Entity: Modifier Reference
Component: south_american_army_modifier
Constructs: army_defence_factor, industrial_capacity_factory, army_attack_factor, conscription_factor, planning_speed
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
south_american_army_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_MEX_politicised_army_2
	experience_gain_army_factor = JUNO_army_modifier_experience_gain_army_factor
	experience_loss_factor = JUNO_army_modifier_experience_loss_factor
	experience_gain_army = JUNO_army_modifier_experience_gain_army
	production_speed_arms_factory_factor = JUNO_army_production_speed_arms_factory_factor
	army_org_factor = JUNO_army_modifier_army_org_factor
	operative_slot = JUNO_army_operative_slot
	supply_combat_penalties_on_core_factor = JUNO_supply_combat_penalties_on_core_factor
	production_speed_supply_node_factor = JUNO_modifier_production_speed_supply_node_factor
	army_core_defence_factor = JUNO_army_modifier_army_core_defence_factor
	army_armor_defence_factor = JUNO_army_modifier_army_armor_defence_factor
	army_armor_attack_factor = JUNO_army_modifier_army_armor_attack_factor
	army_attack_speed_factor = JUNO_army_modifier_army_attack_speed_factor
	army_artillery_attack_factor = JUNO_army_modifier_army_artillery_attack_factor
	army_artillery_defence_factor = JUNO_army_modifier_army_artillery_defence_factor
	production_speed_anti_air_building_factor = JUNO_army_modifier_production_speed_anti_air_building_factor
	conscription_factor = JUNO_army_modifier_conscription_factor
	training_time_factor = JUNO_army_modifier_training_time_factor
	conscription = JUNO_army_modifier_conscription
	army_defence_factor = JUNO_army_modifier_army_defence_factor
	army_attack_factor = JUNO_army_modifier_army_attack_factor
	special_forces_cap = JUNO_army_modifier_special_forces_cap
	industrial_capacity_factory = JUNO_army_modifier_industrial_capacity_factory
	special_forces_out_of_supply_factor = JUNO_army_modifier_special_forces_out_of_supply_factor
	extra_marine_supply_grace = JUNO_army_modifier_extra_marine_supply_grace
	max_planning_factor = JUNO_army_modifier_max_planning_factor
	planning_speed = JUNO_army_modifier_planning_speed_factor
	max_command_power_mult = JUNO_army_modifier_max_command_power_mult
	command_power_gain_mult = JUNO_army_modifier_command_power_gain_mult
	acclimatization_cold_climate_gain_factor = JUNO_army_modifier_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = JUNO_army_modifier_acclimatization_hot_climate_gain_factor
}
### Entity: Character
Component: JAM_stc
Source: game
File: common/characters/JAM.txt

Code:
JAM_stc = {
	advisor = {
		slot = political_advisor
		idea_token = JAM_stc
		allowed = {
			original_tag = JAM
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Idea
Component: MAN_rising_republican_sentiments
Constructs: removal_cost, democratic_drift, communism_drift, neutrality_drift, fascism_drift
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_rising_republican_sentiments = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = RAJ_independence_movement
	modifier = {
		democratic_drift = 0.3
		communism_drift = 0.1
		neutrality_drift = -0.1
		fascism_drift = -0.1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.16
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.16
	title = BBA_ethiopia_exile_events.16.t
	desc = BBA_ethiopia_exile_events.16.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_exile_events.16.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Event
Component: NSB_soviet_policies_of_collective_security.7
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, is_major, is_in_faction, has_idea, random_hours
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_policies_of_collective_security.7
	title = NSB_soviet_policies_of_collective_security.7.t
	desc = NSB_soviet_policies_of_collective_security.7.desc
	picture = GFX_report_event_SOV_litvinov_beck
	is_triggered_only = yes
	option = {
		name = NSB_soviet_policies_of_collective_security.7.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				OR = {
					has_government = democratic communism
				}
			} {
				factor = 2
				has_completed_focus = POL_organize_the_peasants_strike
			} {
				factor = 2
				is_in_faction = no
			} {
				factor = 1.2
				SOV = {
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 0.5
				OR = {
					SOV = {
						has_completed_focus = SOV_claims_on_poland
					}
				}
			} {
				factor = 0
				OR = {
					has_completed_focus = POL_assemble_the_regency_council POL_nationalist_constitution
				}
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_policies_of_collective_security.12
				hours = 8
				random_hours = 4
			}
		}
		custom_effect_tooltip = NSB_soviet_policies_of_collective_security_poland_included_effects_from_tt
	} {
		name = NSB_soviet_policies_of_collective_security.7.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 4
				is_historical_focus_on = yes
			} {
				factor = 4
				any_country = {
					is_major = yes
					has_guaranteed = POL
				}
			} {
				factor = 2
				has_completed_focus = POL_complete_april_constitution
			} {
				factor = 2
				has_government = fascism
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_policies_of_collective_security.10
				hours = 10
				random_hours = 4
			}
		}
	}
}