Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: INS_industrial_events.36
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, clr_country_flag, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.36
	title = INS_industrial_events.36.t
	desc = INS_industrial_events.36.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	hidden = no
	option = {
		name = INS_industrial_events.36.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_oil
				value = 24
				tooltip = country_resource_cost_oil_tt
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					INS_only_militia_states_if_possible_and_needed = yes
					impassable = no
				}
				prioritize = {

				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		name = INS_industrial_events.36.b
		ai_chance = {
			base = 1
		}
		trigger = {
			has_completed_focus = INS_invite_foreign_companies
			has_resources_in_country = {
				resource = oil
				amount = > 23
				extracted = no
			}
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_oil
				value = 24
				tooltip = country_resource_cost_oil_tt
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					INS_only_militia_states_if_possible_and_needed = yes
					impassable = no
				}
				prioritize = {

				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		activate_decision = INS_oil_for_civ
	}
}
### Entity: Scripted Effect
Component: PHI_central_focuses_done_T2
Constructs: add_to_variable
Source: game
File: common/scripted_effects/PHI_scripted_effects.txt

Code:
PHI_central_focuses_done_T2 = {
	add_to_variable = {
		PHI_amount_of_focuses_done_T2 = 1
	}
}
### Entity: Idea
Component: ITA_grande_rivolta_rurale_ns
Constructs: set_technology, removal_cost, communism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_grande_rivolta_rurale_ns = {
	removal_cost = -1
	picture = generic_mountain_warfare
	allowed = {
		original_tag = ITA
	}
	on_remove = {
		hidden_effect = {
			set_technology = {
				mountain_warfare_militias_tech = 0
				popup = no
			}
		}
	}
	modifier = {
		weekly_manpower = 1000
		communism_drift = 0.1
		consumer_goods_factor = -0.05
		custom_modifier_tooltip = ITA_grande_rivolta_rurale_terrain_bonus_tt
	}
}
### Entity: Event
Component: lithuania.32
Constructs: is_triggered_only, random_days
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.32
	title = lithuania.32.t
	desc = lithuania.32.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.32.a
		hidden_effect = {
			country_event = {
				id = lithuania.34
				days = 150
				random_days = 100
			}
		}
	} {
		name = lithuania.32.b
		hidden_effect = {
			country_event = {
				id = lithuania.33
				days = 3
			}
		}
	}
}
### Entity: Event
Component: EYE_swiss.7
Constructs: is_triggered_only, ai_chance, create_country_leader, limit, has_government, add_political_power, add_popularity, set_politics
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.7
	title = EYE_swiss.7.t
	desc = EYE_swiss.7.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = EYE_swiss.7.a
		ai_chance = {
			base = 1
		}
		add_political_power = -75
		add_popularity = {
			ideology = communism
			popularity = -0.075
		}
		create_country_leader = {
			name = Léon Nicole
			picture = gfx/leaders/SOV/Portrait_Soviet_Dmitri_Danilovich_Lelyushenko.dds
			expire = 1965.1.1
			ideology = stalinism
			traits = {
				strongman
			}
			id = 21003
		}
	} {
		name = EYE_swiss.7.b
		ai_chance = {
			base = 10
		}
		add_political_power = 25
		add_popularity = {
			ideology = communism
			popularity = 0.025
		}
		if = {
			limit = {
				has_government = communism
			}
			set_politics = {
				elections_allowed = yes
			}
		}
		create_country_leader = {
			name = Worker's Congress
			picture = portrait_SWI_federal_building.dds
			expire = 1965.1.1
			ideology = anti_revisionism
		}
		hidden_effect = {
			clr_country_flag = SWI_one_leader_communism
		}
	}
}
### Entity: Idea
Component: RUT_military_government
Constructs: has_government
Source: game
File: common/ideas/ruthenia.txt

Code:
RUT_military_government = {
	picture = generic_secret_police
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		military_leader_cost_factor = -0.25
		army_chief_cost_factor = -0.25
		theorist_cost_factor = -0.25
		high_command_cost_factor = -0.25
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_standard_oil_refinery_initiative
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward, allow_branch, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_standard_oil_refinery_initiative
	prerequisite = {
		focus = PRU_the_victory_of_our_caudillo
	}
	icon = GFX_goal_oil_agreement
	x = 0
	y = 1
	relative_position_id = PRU_the_victory_of_our_caudillo
	cost = 5
	allow_branch = {
		has_country_flag = PRU_petro_form
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		has_completed_focus = PRU_Legion_Peruana
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_la_legion_peruana
			add_idea = PRU_oil_republic
		}
	}
}
### Entity: Unit Template
Component: BAY_ARM_01
Source: game
File: common/units/names_divisions/BAY_names_divisions.txt

Code:
BAY_ARM_01 = {
	name = Armored Divisions
	for_countries = {
		BAY
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Reserve-Panzer-Division
	ordered = {
		1 = {
			%d. Panzer-Division
		}
		3 = {
			%d. Panzer-Division
		}
		4 = {
			%d. Panzer-Division
		}
		5 = {
			%d. Panzer-Division
		}
		6 = {
			%d. Panzer-Division
		}
		7 = {
			%d. Panzer-Division
		}
		8 = {
			%d. Panzer-Division
		}
		9 = {
			%d. Panzer-Division
		}
		10 = {
			%d. Panzer-Division
		}
		11 = {
			%d. Panzer-Division
		}
		14 = {
			%d. Panzer-Division
		}
		12 = {
			%d. Panzer-Division
		}
		13 = {
			%d. Panzer-Division
		}
		15 = {
			%d. Panzer-Division
		}
		16 = {
			%d. Panzer-Division
		}
		17 = {
			%d. Panzer-Division
		}
		18 = {
			%d. Panzer-Division
		}
		19 = {
			%d. Panzer-Division
		}
		20 = {
			%d. Panzer-Division
		}
		22 = {
			%d. Panzer-Division
		}
		23 = {
			%d. Panzer-Division
		}
		24 = {
			%d. Panzer-Division
		}
		25 = {
			%d. Panzer-Division
		}
		26 = {
			%d. Panzer-Division
		}
		27 = {
			%d. Panzer-Division
		}
		178 = {
			%d. Reserve-Panzer-Division
		}
		179 = {
			%d. Reserve-Panzer-Division
		}
		155 = {
			%d. Reserve-Panzer-Division
		}
		233 = {
			%d. Reserve-Panzer-Division
		}
	}
}
### Entity: Event
Component: news.67
Constructs: has_war, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.67
	title = news.67.t
	desc = news.67.d
	picture = GFX_news_event_070
	major = yes
	trigger = {
		date = > 1940.10.5
		has_global_flag = olympics_1936
		NOT = {
			has_global_flag = olympics_jap_1940 olympics_fin_1940
		}
		country_exists = JAP USA GER
		GER = {
			has_war = no
		}
		FRA = {
			has_war = no
		}
		ENG = {
			has_war = no
		}
		USA = {
			has_war = no
		}
		JAP = {
			has_war = no
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		set_global_flag = olympics_jap_1940
	}
	option = {
		name = news.66.a
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_sikkerhedspolitiet
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_sikkerhedspolitiet
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = DEN_sign_forsvarsforliget
	}
	relative_position_id = DEN_sign_forsvarsforliget
	x = 2
	y = 1
	cost = 10
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = DEN_emil_strobech
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			} {
				limit = {
					DEN_has_political_edicts_dynamic_modifier = no
				}
				add_dynamic_modifier = {
					modifier = DEN_political_edicts_dynamic_modifier
				}
			}
			create_operative_leader = {
				name = Hans Lunding
				GFX = GFX_portrait_DEN_hans_lunding
				traits = {
					operative_safe_cracker
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					DEN
				}
			}
			else = {
				custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
			}
			add_to_variable = {
				DEN_political_edicts_operative_slot = 1
				tooltip = operative_slot_tt
			}
		}
		else = {
			add_tech_bonus = {
				name = DEN_sikkerhedspolitiet
				bonus = 0.25
				uses = 2
				category = encryption_tech decryption_tech
			}
		}
	}
}
### Entity: Event
Component: egypt.66
Constructs: is_triggered_only
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.66
	picture = GFX_report_event_germany_politician_handshake
	title = egypt.66.t
	desc = egypt.66.d
	is_triggered_only = yes
	option = {
		name = egypt.66.a
	}
}
### Entity: Scripted Effect
Component: ISR_knesset_historical
Constructs: set_variable
Source: game
File: common/scripted_effects/ISR_scripted_effects.txt

Code:
ISR_knesset_historical = {
	set_variable = {
		ISR_maki_seats = 4
	} {
		ISR_hashomer_seats = 19
	} {
		ISR_mapai_seats = 48
	} {
		ISR_new_aliyah_seats = 6
	} {
		ISR_general_zionists_seats = 12
	} {
		ISR_hatzohar_seats = 15
	} {
		ISR_party8_seats = 0
	} {
		ISR_urf_seats = 120
	}
	subtract_from_variable = {
		ISR_urf_seats = ISR_maki_seats
	} {
		ISR_urf_seats = ISR_hashomer_seats
	} {
		ISR_urf_seats = ISR_mapai_seats
	} {
		ISR_urf_seats = ISR_new_aliyah_seats
	} {
		ISR_urf_seats = ISR_general_zionists_seats
	} {
		ISR_urf_seats = ISR_hatzohar_seats
	}
	ISR_init_knesset = yes
}
### Entity: Modifier Reference
Component: INS_state_militia_activity_3
Constructs: has_country_flag, has_dlc, remove_trigger, is_subject_of
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_state_militia_activity_3 = {
	icon = GFX_modifiers_INS_state_militia_activity_3
	enable = {
		has_dlc = Thunder at Our Gates
	}
	remove_trigger = {
		owner = {
			original_tag = INS
			NOT = {
				is_subject_of = HOL
			} {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: BOL_cause_issues_for_people
Constructs: has_war, has_government, is_historical_focus_on, force_build_armies, declare_war
Source: game
File: common/ai_strategy/r56_BOL.txt

Code:
BOL_cause_issues_for_people = {
	allowed = {
		original_tag = BOL
	}
	enable = {
		BOL = {
			OR = {
				has_government = fascism
				is_historical_focus_on = no
			}
			has_war = no
		}
		country_exists = CHL PAR
	}
	abort = {
		NOT = {
			country_exists = CHL
		} {
			country_exists = PAR
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 25
	} {
		type = antagonize
		id = CHL
		value = 100
	} {
		type = antagonize
		id = BRA
		value = 10
	} {
		type = antagonize
		id = PRU
		value = 15
	} {
		type = alliance
		id = PAR
		value = -100
	} {
		type = declare_war
		id = PAR
		value = 50
	} {
		type = conquer
		id = PAR
		value = 50
	}
}
### Entity: Character
Component: ITA_silvio_scaroni
Constructs: has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_silvio_scaroni = {
	name = ITA_silvio_scaroni
	portraits = {
		army = {
			small = GFX_idea_silvio_scaroni
		}
	}
	advisor = {
		slot = high_command
		idea_token = silvio_scaroni
		ledger = air
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			has_government = fascism
		}
		traits = {
			air_bomber_interception_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Event
Component: mongol.2
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, add_political_power, give_guarantee, add_command_power, is_historical_focus_on
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.2
	title = mongol.2.t
	desc = mongol.2.d
	picture = GFX_report_event_SOV_purge_administration
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.2.a
		ai_chance = {
			base = 50
		}
		SOV = {
			add_political_power = -25
			give_guarantee = MON
		}
		MON = {
			country_event = {
				id = mongol.3
				hours = 1
			}
		}
		effect_tooltip = {
			MON = {
				add_command_power = -10
				add_political_power = 15
				add_war_support = -0.05
				give_guarantee = SOV
				MON_soviet_low_influence_increase_effect = yes
			}
		}
	} {
		name = mongol.2.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		SOV = {
			add_political_power = -10
		}
		MON = {
			country_event = mongol.4
		}
		effect_tooltip = {
			MON = {
				add_political_power = 10
				add_war_support = 0.1
				MON_soviet_medium_influence_decrease_effect = yes
			}
		}
	}
}
### Entity: Idea
Component: CRC_stc
Source: game
File: common/ideas/curacao.txt

Code:
CRC_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = CRC
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Event
Component: r56_on_action_event.1
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, add_political_power, has_country_leader, has_country_leader_with_trait
Source: game
File: events/r56_on_actions_events.txt

Code:
country_event = {
	id = r56_on_action_event.1
	title = r56_on_action_event.1.t
	desc = r56_on_action_event.1.d
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 30
			modifier = {
				add = 100
				has_government = GER
			} {
				factor = 0.1
				has_government = GER
				has_country_leader = {
					character = CZKE_radola_gajda
					ruling_only = yes
				}
			} {
				factor = 0.1
				OR = {
					has_country_leader = {
						name = Louis Franchet d'Espèrey
						ruling_only = yes
					} {
						name = François Mitterand
						ruling_only = yes
					}
				}
			} {
				factor = 0.25
				OR = {
					has_country_leader = {
						character = POL_tadeusz_bielecki
						ruling_only = yes
					} {
						character = POL_roman_dmowski
						ruling_only = yes
					}
				}
			} {
				add = 50
				original_tag = MEX
				has_country_leader = {
					character = MEX_lazaro_cardenas
					ruling_only = yes
				}
			} {
				factor = 0
				original_tag = AUS
				GER = {
					OR = {
						has_government = democratic communism
					}
				}
			}
		}
		name = r56_on_action_event.1.a
		add_political_power = -5
		if = {
			limit = {
				has_country_leader_with_trait = dislikes_germany
			}
			remove_country_leader_trait = dislikes_germany
		}
	} {
		ai_chance = {
			base = 10
		}
		name = r56_on_action_event.1.b
		add_political_power = 5
		add_stability = -0.01
	}
}
### Entity: Modifier Reference
Component: ETH_navy_2_dynamic_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ETH_navy_2_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ETH_navy_2
	repair_speed_factor = ETH_navy_repair_speed_factor
	naval_doctrine_cost_factor = ETH_navy_naval_doctrine_cost_factor
	refit_ic_cost = ETH_navy_refit_ic_cost
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ally_the_gorkhas
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction, is_ally_with, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ally_the_gorkhas
	icon = GFX_focus_JAP_ally_the_gorkhas
	mutually_exclusive = {
		focus = JAP_claim_the_scripech
	}
	x = -2
	y = 1
	relative_position_id = JAP_claim_the_raven_crown
	prerequisite = {
		focus = JAP_claim_the_raven_crown JAP_ally_the_dragon_king
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		NEP = {
			exists = yes
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		NEP = {
			is_ally_with = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		NEP = {
			country_event = {
				id = SEA_japan_foreign_policy.18
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROOT = {
				add_to_faction = NEP
			}
		}
	}
}
### Entity: Modifier Reference
Component: FIN_mannerheim_line_expansion_modifier
Constructs: remove_trigger, is_core_of
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
FIN_mannerheim_line_expansion_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	remove_trigger = {
		ROOT = {
			NOT = {
				is_core_of = ROOT.controller
			}
		}
	}
	army_core_defence_factor = 0.05
	production_speed_bunker_factor = 0.1
	production_speed_coastal_bunker_factor = 0.1
	local_supplies = 0.1
}
### Entity: Trigger Reference
Construct: has_completed_focus
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_completed_focus

* Supported Scopes: COUNTRY
* Supported Targets: none

```
has country completed focus
```
### Entity: Event
Component: GOE_RAJ.51
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.51
	is_triggered_only = yes
	title = GOE_RAJ.51.t
	desc = GOE_RAJ.51.desc
	picture = GFX_report_event_gre_city_siege
	option = {
		name = GOE_RAJ.51.a
		trigger = {
			tag = RAJ
		}
	} {
		name = GOE_RAJ.51.b
		trigger = {
			tag = PAK
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_overthrow_the_tsar
Constructs: prerequisite, limit, remove_ideas, has_government, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_overthrow_the_tsar
	prerequisite = {
		focus = BUL_appoint_communist_ministers
	}
	icon = GFX_goal_tfv_burn_the_royal_portraits
	relative_position_id = BUL_appoint_communist_ministers
	x = -1
	y = 2
	cost = 10
	available = {
		communism = > 0.3
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 70
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		remove_ideas = BUL_tsar_boris_negative_01
		if = {
			limit = {
				has_idea = BUL_georgi_ivanov_kyoseivanov
			}
			remove_ideas = BUL_tsar_boris_negative_01
		} {
			limit = {
				has_stability = < 0.3
			}
			set_temp_variable = {
				BUL_communist_cw_opposition = party_popularity@democratic
			}
			multiply_temp_variable = {
				BUL_communist_cw_opposition = 0.25
			}
			add_to_temp_variable = {
				BUL_communist_cw_opposition = party_popularity@neutrality
			} {
				BUL_communist_cw_opposition = party_popularity@fascism
			}
			set_politics = {
				ruling_party = communism
			}
			hidden_effect = {
				every_unit_leader = {
					limit = {
						OR = {
							has_id = 1207 1208
						}
						NOT = {
							has_trait = trait_BUL_zveno_member
						}
					}
					add_unit_leader_trait = trait_BUL_tsar_loyalist
				} {
					limit = {
						has_trait = trait_BUL_tsar_loyalist
					}
					random_other_country = {
						limit = {
							original_tag = BUL
							has_government = neutrality
						}
						PREV = {
							set_nationality = PREV
						}
					}
				}
				start_civil_war = {
					ideology = neutrality
					size = BUL_communist_cw_opposition
					capital = 48
					states = {
						212
					}
					keep_unit_leaders_trigger = {
						NOT = {
							has_trait = trait_BUL_tsar_loyalist
						}
					}
				}
				if = {
					limit = {
						has_dlc = La Resistance
					}
					every_operative = {
						limit = {
							has_trait = trait_BUL_tsar_loyalist
						}
						retire = yes
					}
				}
			}
			custom_effect_tooltip = BUL_depose_the_tsar_cw_tt
			clr_country_flag = BUL_factions_unlocked_flag
			promote_character = {
				character = BUL_georgi_ivanov_kyoseivanov
				ideology = moderatism
			}
		}
		else = {
			add_stability = -0.1
			if = {
				limit = {
					has_country_leader = {
						character = BUL_boris_iii
						ruling_only = yes
					}
				}
				retire_country_leader = yes
			}
			promo
# ... (truncated)