Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: RAJ_india_united
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/RAJ_GOE_alternative_strategy_plan.txt

Code:
RAJ_india_united = {
	name = India United
	desc = 
	allowed = {
		original_tag = RAJ
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = RAJ_AI_RANDOM_INDIA_UNITED
			has_game_rule = {
				rule = RAJ_ai_behavior
				option = GOE_INDIA_UNITED
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		RAJ_to_shake_the_world RAJ_local_recruitment_offices RAJ_india_united RAJ_power_sharing_agreement RAJ_a_permanent_muslim_governmental_seat RAJ_cabinet_mission_plan RAJ_inclusive_nationalism RAJ_a_secular_state RAJ_preamble_to_the_constitution_of_india RAJ_india_indivisible RAJ_an_economy_unbound RAJ_import_substitution_industrialisation RAJ_fight_malnutrition RAJ_education_efforts RAJ_mixed_economy RAJ_provincial_autonomy RAJ_purna_swaraj RAJ_princely_states_policy RAJ_mahatma RAJ_a_congress_resurgent RAJ_uplifting_the_people_of_india RAJ_tenancy_reforms RAJ_debt_relief RAJ_national_planning_committee RAJ_form_a_federal_court RAJ_litteracy_effort RAJ_indo_centric_curriculum RAJ_all_india_students_federation RAJ_swadeshi_movement RAJ_princely_states_policy RAJ_swadeshi_movement RAJ_khadi_movement RAJ_legacy_of_military_service RAJ_boycott_british_made_goods RAJ_local_resistance_to_land_taxes RAJ_a_secular_state RAJ_indian_independence_act RAJ_tryst_with_destiny RAJ_pledge_for_the_allies RAJ_preamble_to_the_constitution_of_india RAJ_agricultural_cooperatives RAJ_handloom_weaving RAJ_enrollment_of_dali_children RAJ_military_pensions RAJ_indian_independence_act RAJ_royal_indian_artillery_dlc RAJ_specialized_dietary_requirement RAJ_quinine RAJ_mountain_guns RAJ_re_establish_the_khyber_rifles RAJ_indian_army_corps_of_engineers RAJ_indian_air_force RAJ_trainer_planes RAJ_ammunition_factory_khadki RAJ_gun_and_shell_factory_cossipore RAJ_rifle_factory_ishapore_west_bengal RAJ_cordite_factory_aruvankadu_tamil_nadu RAJ_ordnance_factory_khamaria_jabalpur RAJ_ordnance_factory_medak RAJ_ordnance_factory_kanpur_uttar_pradesh RAJ_east_india_railways_dlc RAJ_the_burma_road RAJ_tata_steel_dlc RAJ_assam_oil_dlc RAJ_the_calcutta_line RAJ_engineering_revolution RAJ_chindits_dlc RAJ_gurkhas RAJ_lions_of_the_great_war_dlc RAJ_tryst_with_destiny RAJ_pledge_for_the_allies RAJ_preamble_to_the_constitution_of_india RAJ_india_indivisible RAJ_an_economy_unbound RAJ_import_substitution_industrialisation RAJ_fight_malnutrition RAJ_education_efforts RAJ_mixed_economy RAJ_t
# ... (truncated)
### Entity: Event
Component: lithuania.112
Constructs: is_triggered_only, ai_chance, add_stability
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.112
	title = lithuania.112.t
	desc = lithuania.112.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.110.a
		ai_chance = {
			base = 100
		}
		add_stability = -0.1
	}
}
### Entity: Character
Component: KHM_ma_hushan
Constructs: has_dlc
Source: game
File: common/characters/KHM.txt

Code:
KHM_ma_hushan = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = KHM_ma_hushan
		portraits = {
			civilian = {
				large = GFX_portrait_KHM_ma_hushan
			}
			army = {
				large = GFX_portrait_KHM_ma_hushan
				small = GFX_portrait_KHM_ma_hushan_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = KHM_ma_hushan
			allowed = {
				original_tag = KHM
			}
			traits = {
				army_chief_morale_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		country_leader = {
			ideology = military_junta
			expire = 1965.1.1
			desc = KHM_ma_hushan_leader_desc
			id = -1
			traits = {
				army_connections warlords
			}
		} {
			ideology = juche
			expire = 1965.1.1
			desc = KHM_ma_hushan_leader_desc
			id = -1
			traits = {
				army_connections warlords
			}
		} {
			ideology = ultranationalism
			expire = 1965.1.1
			desc = KHM_ma_hushan_leader_desc
			id = -1
			traits = {
				army_connections warlords
			}
		} {
			ideology = populism
			expire = 1965.1.1
			desc = KHM_ma_hushan_leader_desc
			id = -1
			traits = {
				army_connections warlords
			}
		}
		field_marshal = {
			traits = {
				cavalry_officer
			}
			skill = 3
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 4
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = KHM_ma_hushan
		portraits = {
			civilian = {
				large = gfx/leaders/KHM/r56_KHM_Ma_Hushan.dds
			}
			army = {
				large = gfx/leaders/KHM/r56_KHM_Ma_Hushan.dds
				small = gfx/interface/ideas/khm/r56_idea_KHM_advisor_ma_hushan.dds
			}
		}
		advisor = {
			slot = army_chief
			idea_token = KHM_ma_hushan
			allowed = {
				original_tag = KHM
			}
			traits = {
				army_chief_morale_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		country_leader = {
			ideology = military_junta
			expire = 1965.1.1
			desc = KHM_ma_hushan_leader_desc
			id = -1
			traits = {
				army_connections warlords
			}
		} {
			ideology = juche
			expire = 1965.1.1
			desc = KHM_ma_hushan_leader_desc
			id = -1
			traits = {
				army_connections warlords
			}
		} {
			ideology = ultranationalism
			expire = 1965.1.1
			desc = KHM_ma_hushan_leader_desc
			id = -1
			traits = {
				army_connections warlords
			}
		} {
			ideology = populism
			expire = 1965.1.1
			desc = KHM_ma_hushan_leader_desc
			id = -1
			traits = {
			
# ... (truncated)
### Entity: AI Strategy
Component: FRA_abandon_finland_against_ussr_if_at_war_with_major
Constructs: has_government, has_war_with, is_major
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_abandon_finland_against_ussr_if_at_war_with_major = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		FRA = {
			has_government = democratic
			NOT = {
				has_war_with = SOV
			} {
				has_war_with = FIN
			}
		}
		any_country = {
			is_major = yes
			NOT = {
				tag = SOV
			}
			has_war_with = FRA
		}
		country_exists = SOV FIN
	}
	abort = {
		NOT = {
			country_exists = FIN
		}
	}
	ai_strategy = {
		type = befriend
		id = FIN
		value = -1500
	} {
		type = alliance
		id = FIN
		value = -150
	} {
		type = diplo_action_desire
		id = FIN
		target = guarantee
		value = -20
	}
}
### Entity: Decision
Component: MAN_state_shintoism_decisions
Constructs: has_completed_focus, fire_only_once, cancel_trigger, cancel_effect, complete_effect, add_to_variable, remove_effect
Source: game
File: common/decisions/MAN_decisions.txt

Code:
MAN_state_shintoism_decisions = {
	MAN_import_imperial_way_buddhism_decision = {
		priority = 15
		icon = GFX_decision_hol_exchange_intelligence_data
		ai_will_do = {
			base = 25
		}
		allowed = {
			original_tag = MAN
		}
		visible = {
			has_completed_focus = MAN_tsr_embrace_state_shintoism
		}
		available = {

		}
		cost = 50
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			MAN_add_or_modify_state_shintoism = yes
			add_to_variable = {
				MAN_state_shintoism_pocket_penalty = -0.05
				tooltip = pocket_penalty_tt
			} {
				MAN_state_shintoism_surrender_limit = 0.1
				tooltip = surrender_limit_tt
			}
		}
		fire_only_once = yes
		remove_effect = {

		}
	}
	MAN_one_people_united_under_shinto_decision = {
		priority = 14
		icon = GFX_decision_generic_civil_support
		ai_will_do = {
			base = 2
		}
		allowed = {
			original_tag = MAN
		}
		visible = {
			has_completed_focus = MAN_tsr_embrace_state_shintoism
		}
		available = {

		}
		cost = 50
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			MAN_add_or_modify_state_shintoism = yes
			add_to_variable = {
				MAN_state_shintoism_stability_factor = 0.075
				tooltip = stability_factor_tt
			}
		}
		fire_only_once = yes
		remove_effect = {

		}
	}
	MAN_incoporate_manchu_nationalism_decision = {
		priority = 13
		icon = GFX_decision_eng_blackshirt_speech
		ai_will_do = {
			base = 3
		}
		allowed = {
			original_tag = MAN
		}
		visible = {
			has_completed_focus = MAN_tsr_embrace_state_shintoism
		}
		available = {
			has_completed_focus = MAN_tsr_promote_manchu_identity
		}
		cost = 50
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			MAN_add_or_modify_state_shintoism = yes
			add_to_variable = {
				MAN_state_shintoism_army_core_defence_factor = 0.05
				tooltip = army_core_defence_factor_tt
			} {
				MAN_state_shintoism_war_support_factor = 0.05
				tooltip = war_support_factor_tt
			}
		}
		fire_only_once = yes
		remove_effect = {

		}
	}
	MAN_state_shinto_in_education_decision = {
		priority = 12
		icon = GFX_decision_SOV_academy_of_sciences
		ai_will_do = {
			base = 10
		}
		allowed = {
			original_tag = MAN
		}
		visible = {
			has_completed_focus = MAN_tsr_embrace_state_shintoism
		}
		available = {

		}
		cost = 75
		cancel_trigger = {

		}
		cancel_effect = {

		
# ... (truncated)
### Entity: Order of Battle
Component: Cavalaria da Brigada Militar do Rio Grande do Sul
Constructs: division_template
Source: game
File: history/units/BRA_cohen.txt

Code:
division = {
	name = Cavalaria da Brigada Militar do Rio Grande do Sul
	location = 10447
	division_template = Divisão de Cavalaria 3
	start_experience_factor = 0.5
	start_equipment_factor = 1
}
### Entity: Scripted Effect
Component: BUL_replace_national_aircraft_designer
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_replace_national_aircraft_designer = {
	if = {
		limit = {
			has_idea = BUL_dar
		}
		swap_ideas = {
			remove_idea = BUL_dar
			add_idea = BUL_dar_improved
		}
	} {
		limit = {
			has_idea = BUL_kaproni_bulgarski
		}
		swap_ideas = {
			remove_idea = BUL_kaproni_bulgarski
			add_idea = BUL_kaproni_bulgarski_improved
		}
	} {
		limit = {
			has_idea = BUL_dvf
		}
		swap_ideas = {
			remove_idea = BUL_dvf
			add_idea = BUL_dvf_improved
		}
	} {
		limit = {
			has_idea = BUL_dvf_sopot
		}
		swap_ideas = {
			remove_idea = BUL_dvf_sopot
			add_idea = BUL_dvf_sopot_improved
		}
	}
}
### Entity: Event
Component: colombia.3
Constructs: is_triggered_only, limit, add_popularity, every_state, is_core_of, add_core_of, every_unit_leader, set_nationality
Source: game
File: events/Colombia.txt

Code:
country_event = {
	id = colombia.3
	title = colombia.3.t
	desc = colombia.3.d
	picture = GFX_report_event_chamberlain_announce
	is_triggered_only = yes
	option = {
		name = colombia.3.a
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		every_state = {
			limit = {
				OR = {
					is_core_of = VEN
				}
			}
			add_core_of = COL
		}
		VEN = {
			every_unit_leader = {
				set_nationality = COL
			}
		}
		COL = {
			annex_country = {
				target = VEN
				transfer_troops = yes
			}
		}
	}
}
### Entity: Idea
Component: SIA_towards_a_new_asian_order_r56
Constructs: removal_cost, send_volunteer_divisions_required
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_towards_a_new_asian_order_r56 = {
	removal_cost = -1
	picture = SPR_masters_of_our_own_fate
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		send_volunteer_divisions_required = -1
	}
}
### Entity: Idea
Component: INS_emergency_dockyard_construction_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
INS_emergency_dockyard_construction_idea = {
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_coastal_defense_ships2
	modifier = {
		stability_factor = -0.05
		war_support_factor = -0.05
		production_speed_industrial_complex_factor = -0.2
		production_speed_infrastructure_factor = -0.2
		production_speed_dockyard_factor = 0.4
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_13
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_13 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 13
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 13
	}
}
### Entity: Character
Component: CYP_leontios
Constructs: has_government
Source: game
File: common/characters/CYP.txt

Code:
CYP_leontios = {
	name = CYP_leontios
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_leontios
		available = {
			has_government = democratic
		}
		traits = {
			archbishop_regent_cyprus
		}
	}
}
### Entity: Idea
Component: USA_bethlehem_shipbuilding_corporation
Constructs: has_completed_focus, research_bonus, refit_speed, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_usa.txt

Code:
USA_bethlehem_shipbuilding_corporation = {
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = USA
	}
	available = {
		OR = {
			AND = {
				has_completed_focus = USA_maritime_commission USA_lend_lease_act
			}
			has_completed_focus = USA_the_giant_wakes
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		naval_manufacturer
	}
	modifier = {
		naval_equipment_upgrade_xp_cost = -0.1
		refit_ic_cost = -0.1
		refit_speed = 0.1
	}
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.05
		}
		destroyer = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Modifier Reference
Component: ITA_regia_aeronautica_3_alt_dynamic_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regia_aeronautica_3_alt_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regia_aeronautica_3
	air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor
	army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat
	air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor
	air_nav_efficiency = ITA_ra_air_nav_efficiency
	air_night_penalty = ITA_ra_air_night_penalty
	air_weather_penalty = ITA_ra_air_weather_penalty
	air_accidents_factor = ITA_ra_air_accidents_factor
	air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor
	strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility
	air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor
	air_range_factor = ITA_ra_air_range_factor
	air_superiority_efficiency = ITA_ra_air_superiority_efficiency
	air_intercept_efficiency = ITA_ra_air_intercept_efficiency
	air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor
	sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor
	sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor
	air_agility_factor = ITA_ra_air_agility_factor
	ground_attack_factor = ITA_ra_ground_attack_factor
	air_cas_present_factor = ITA_ra_air_cas_present_factor
	air_mission_efficiency = ITA_ra_air_mission_efficiency
	air_attack_factor = ITA_ra_air_attack
}
### Entity: Event
Component: SEA_japan_foreign_policy.124
Constructs: is_triggered_only, ai_chance, fire_only_once, has_opinion, add_to_faction, random_hours
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.124
	title = SEA_japan_foreign_policy.124.t
	desc = SEA_japan_foreign_policy.124.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.124.a
		ai_chance = {
			base = 90
			modifier = {
				strength_ratio = {
					tag = JAP
					ratio = < 0.8
				}
				factor = 1.5
			} {
				has_opinion = {
					target = JAP
					value = > 75
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.125
				hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				add_to_faction = ROOT
			}
		}
		SOV = {
			country_event = {
				id = SEA_japan_foreign_policy.127
				hours = 24
			}
		}
	} {
		name = SEA_japan_foreign_policy.124.b
		ai_chance = {
			base = 10
			modifier = {
				strength_ratio = {
					tag = JAP
					ratio = > 1.5
				}
				factor = 2
			} {
				has_opinion = {
					target = JAP
					value = < 25
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.126
				hours = 12
				random_hours = 24
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Idea.html

Doc:
This article is considered accurate for the current version of the game.

Contents

1 Government

1.1 Economy laws

1.2 Trade laws

1.3 Conscription laws

1.4 Political advisers

2 Research and production

2.1 Tank Designer

2.2 Ship Designer

2.3 Aircraft Designer

2.4 Materiel Designer

2.5 Industrial Concern

2.6 Theorist

3 Military staff

3.1 Chief of Army

3.2 Chief of Navy

3.3 Chief of Air Force

3.4 Military High Command
### Entity: Event
Component: denmark_protection_event.110
Constructs: is_triggered_only, ai_chance, has_war, limit, has_government, has_country_flag, fire_only_once, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.110
	title = denmark_protection_event.110.t
	desc = denmark_protection_event.110.desc
	picture = GFX_report_event_military_planning
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.110.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				has_country_flag = DEN_danish_trading_partner_flag
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 5
				has_war = no
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		ROOT = {
			add_command_power = 25
			army_experience = 25
			navy_experience = 25
			air_experience = 25
			every_unit_leader = {
				limit = {
					is_army_leader = yes
				}
				random_select_amount = 3
				gain_xp = 100
			} {
				limit = {
					is_navy_leader = yes
				}
				random_select_amount = 3
				gain_xp = 100
			}
		}
		effect_tooltip = {
			FROM = {
				add_command_power = 25
				army_experience = 25
				navy_experience = 25
				air_experience = 25
				every_unit_leader = {
					limit = {
						is_army_leader = yes
					}
					random_select_amount = 3
					gain_xp = 100
				} {
					limit = {
						is_navy_leader = yes
					}
					random_select_amount = 3
					gain_xp = 100
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.111
				days = 20
			}
		}
	} {
		name = denmark_protection_event.110.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_civil_war = yes
			} {
				factor = 5
				has_capitulated = yes
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.112
				days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_national_admiralty
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_national_admiralty
	icon = GFX_goal_generic_admirality
	prerequisite = {
		focus = KOR_hanjin_heavy_industries KOR_peoples_fleet
	}
	relative_position_id = KOR_hanjin_heavy_industries
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	completion_reward = {
		navy_experience = 10
		add_ideas = SCO_idea_national_admiralty
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: KMT_event.102
Constructs: is_triggered_only, add_daily_mastery
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.102
	title = KMT_event.102.t
	desc = KMT_event.102.desc
	picture = GFX_report_event_chinese_soldiers_02
	is_triggered_only = yes
	option = {
		name = KMT_event.102.a
		add_daily_mastery = {
			amount = 0.25
			days = 125
			name = KMT_expand_military_schooling
			track = operations
		}
	} {
		name = KMT_event.102.b
		add_daily_mastery = {
			amount = 0.25
			days = 125
			name = KMT_expand_military_schooling
			track = infantry
		}
	} {
		name = KMT_event.102.c
		add_daily_mastery = {
			amount = 0.25
			days = 125
			name = KMT_expand_military_schooling
			track = combat_support
		}
	} {
		name = KMT_event.102.d
		add_daily_mastery = {
			amount = 0.25
			days = 125
			name = KMT_expand_military_schooling
			track = armor
		}
	}
}
### Entity: Event
Component: mandate_palestine.112
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war, limit, has_war_with, has_country_flag, is_major
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.112
	title = mandate_palestine.112.t
	desc = mandate_palestine.112.d
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
			modifier = {
				has_war = yes
				factor = 2
			} {
				any_country = {
					has_war_with = PREV
					is_major = yes
				}
				factor = 100
			}
		}
		name = mandate_palestine.112.a
		effect_tooltip = {
			event_target:MPL_borderwar_attacker.controller = {
				if = {
					limit = {
						event_target:MPL_borderwar_defender = {
							controller = {
								controls_state = 554
								has_country_flag = is_vichy_france
							}
						}
						event_target:MPL_borderwar_attacker = {
							controller = {
								TAG = MPL
								has_completed_focus = MPL_secure_syria
							}
						}
					}
					transfer_state = 554
				} {
					limit = {
						event_target:MPL_borderwar_defender = {
							controller = {
								controls_state = 677
								has_country_flag = is_vichy_france
							}
						}
						event_target:MPL_borderwar_attacker = {
							controller = {
								TAG = MPL
								has_completed_focus = MPL_secure_syria
							}
						}
					}
					transfer_state = 677
				} {
					limit = {
						event_target:MPL_borderwar_defender = {
							controller = {
								controls_state = 680
								has_country_flag = is_vichy_france
							}
						}
						event_target:MPL_borderwar_attacker = {
							controller = {
								TAG = MPL
								has_completed_focus = MPL_secure_syria
							}
						}
					}
					transfer_state = 680
				} {
					limit = {
						event_target:MPL_borderwar_defender = {
							controller = {
								controls_state = 799
								has_country_flag = is_vichy_france
							}
						}
						event_target:MPL_borderwar_attacker = {
							controller = {
								TAG = MPL
								has_completed_focus = MPL_secure_syria
							}
						}
					}
					transfer_state = 799
				}
			}
		}
		clr_global_flag = MPL_no_border_war
	} {
		ai_chance = {
			base = 10
			modifier = {
				has_country_flag = is_vichy_france
				factor = 0
			}
		}
		name = mandate_palestine.112.b
		effect_tooltip = {
			event_target:MPL_borderwar_attacker.controller = {
				if = {
					limit = {
						553 = {
							controller = {
								controls_state = 554
								has_country_flag = is_vichy_france
							}
						}
					}
					transfer_state = 554
				} {
					limit = {
						553 = {
							contr
# ... (truncated)
### Entity: Decision
Component: den_debug
Constructs: is_debug, is_ai
Source: game
File: common/decisions/categories/r56_DEN_decision_categories.txt

Code:
den_debug = {
	priority = 1000
	allowed = {
		tag = DEN
	}
	visible = {
		is_debug = yes
		is_ai = no
	}
}
### Entity: Idea
Component: FRA_milice
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_milice = {
	picture = generic_war_preparation
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		resistance_growth = -0.2
	}
}
### Entity: Character
Component: convoy_producer_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
convoy_producer_1 = {
	random = no
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}