Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wuw_GER_realpolitik.39
Constructs: is_triggered_only, ai_chance, limit, has_government, is_major, has_opinion, is_justifying_wargoal_against, has_wargoal_against
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.39
	title = wuw_GER_realpolitik.39.t
	desc = wuw_GER_realpolitik.39.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.39.a
		ai_chance = {
			base = 6
			modifier = {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 2
				any_neighbor_country = {
					is_major = yes
				}
			} {
				factor = 0
				FROM = {
					is_justifying_wargoal_against = ROOT
				}
			} {
				factor = 0
				FROM = {
					has_wargoal_against = ROOT
				}
			} {
				factor = 0.5
				has_civil_war = yes
			}
		}
		GER_setup_faction_wide_aoe_effects_from = yes
		every_state = {
			limit = {
				OR = {
					state = 664 73 76 84 83 82 45 975
				}
			}
			add_claim_by = ROOT
		}
		set_cosmetic_tag = HUN_GREATER
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 664 73 76 84 83 82 45 975
					}
				}
				transfer_state_to = ROOT
				add_core_of = ROOT
			}
		} {
			add_to_faction = ROOT
		} {
			country_event = {
				id = wuw_GER_realpolitik.40
				hours = 5
				random_hours = 5
			}
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 250
		} {
			type = befriend
			id = FROM
			value = 250
		}
	} {
		name = wuw_GER_realpolitik.39.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 10
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			} {
				factor = 10
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 10
				has_opinion = {
					target = FROM
					value = < -24
				}
			} {
				add = 10
				FROM = {
					has_added_tension_amount = > 25
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.41
				hours = 5
				random_hours = 5
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_ruler_of_the_peacock_throne
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_ruler_of_the_peacock_throne = {
	allowed = {
		always = yes
	}
	picture = HUN_hungarian_monarchy
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		subjects_autonomy_gain = -0.5
		political_power_gain = 0.1
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.15
	}
}
### Entity: Game Rule
Component: POR_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
POR_ai_behavior = {
	name = POR_AI_BEHAVIOR
	required_dlc = La Resistance
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_POR_AI_DESC
		allow_achievements = yes
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_OPTION_FASCIST_POR_AI_DESC
	} {
		name = FASCIST_FIFTH_EMPIRE
		text = RULE_OPTION_FASCIST_FIFTH_EMPIRE
		desc = RULE_OPTION_FASCIST_FIFTH_EMPIRE_DESC
	} {
		name = NEUTRALITY_MONARCHIST
		text = RULE_OPTION_NEUTRALITY_MONARCHIST
		desc = RULE_OPTION_NEUTRALITY_MONARCHIST_DESC
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC
		desc = RULE_OPTION_DEMOCRATIC_POR_AI_DESC
	} {
		name = COMMUNIST_COMINTERN
		text = RULE_OPTION_COMMUNIST_COMINTERN
		desc = RULE_OPTION_COMMUNIST_COMINTERN_DESC
	} {
		name = COMMUNIST_INDEPENDENT
		text = RULE_OPTION_COMMUNIST_INDEPENDENT
		desc = RULE_OPTION_COMMUNIST_INDEPENDENT_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: AI Strategy
Component: DOCTRINE_SF_aifc_mechanized_offensive
Constructs: has_completed_track, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_SF_aifc_mechanized_offensive = {
	enable = {
		has_completed_track = armor
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 20
	}
}
### Entity: Order of Battle
Component: Cuerpo de Gendarmería 1a Bulnes Battalion
Constructs: division_template
Source: game
File: history/units/CHL_TOA_1936.txt

Code:
division = {
	name = Cuerpo de Gendarmería 1a Bulnes Battalion
	location = 5169
	division_template = Cuerpo de Gendarmería de Prisiones
	start_experience_factor = 0.1
	start_equipment_factor = 0.2
}
### Entity: Character
Component: SLV_navy_chief
Constructs: has_navy_size
Source: game
File: common/characters/SLV.txt

Code:
SLV_navy_chief = {
	name = Admiral in Chief
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SLV_navy_chief
		allowed = {
			original_tag = SLV
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 0.0
			modifier = {
				add = 6
				has_navy_size = {
					size = > 0
				}
			}
		}
	}
}
### Entity: Unit Template
Component: YUG_MTN_01
Source: game
File: common/units/names_divisions/YUG_names_divisions.txt

Code:
YUG_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		YUG SER MNT
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d. Planinski Odred
	ordered = {
		1 = {
			Triglavski Odred
		}
		2 = {
			Rišnajaski Odred
		}
		3 = {
			Staroplaninski Odred
		}
		4 = {
			Banatski Odred
		}
		5 = {
			Braničevski Odred
		}
		6 = {
			Kalnski Odred
		}
		7 = {
			Komski Odred
		}
		8 = {
			Lički Odred
		}
		9 = {
			Prokletijski Odred
		}
		10 = {
			Požarevački Odred
		}
		11 = {
			Savski Odred
		}
		12 = {
			Zelengorski Odred
		}
		13 = {
			Smederevski Odred
		}
		14 = {
			Somborski Odred
		}
		15 = {
			Strumički Odred
		}
		16 = {
			Vlasinski Odred
		}
		17 = {
			Žabaljski Odred
		}
		18 = {
			%d. Planinski Odred
		}
		19 = {
			%d. Planinski Odred
		}
		20 = {
			%d. Planinski Odred
		}
	}
}
### Entity: Trigger Reference
Construct: Decisions
Constructs: Decisions, is_controlled_by, is_on_continent
Source: vanilla_docs
File: common/decisions/_documentation.md

Doc:
# Country Decisions

Decisions are made available to countries that fulfill the right conditions.
Some triggers are only checked once per day, once per frame or once per game.

`allowed`:
- Scope: THIS = Country
- Checked once per game at start (or when save is loaded)
- Used to filter out decisions that will never be available to a given country (usually checks `original_tag = XXX`)
- Important to use on performance-heavy decisions (especially targeted decisions) to avoid unnecessary computations

`visible`:
- Scope: THIS = Country, FROM = Country/State (if targeted)
- Checked each frame when the interface is refreshed if allowed was true
- Used to filter out decisions that should appear in decision interface (they may still be greyed out, see `available` next)
- Caveat: this trigger can become performance heavy for targeted decisions, see `target_root_trigger` and `target_trigger`.

`available`:
- Scope: THIS = Country, FROM = Country/State (if targeted)
- Checked each frame when the interface is refreshed if both allowed and visible were true
- Used to indicate if a visible decision can be taken right now and it not, what the player should do to be able to.
  No condition should be impossible to match at this point (for example, do not require completion of locked out focus)

`target_root_trigger`:
- Scope: THIS = Country
- Checked once per day (updated in one of the 24 hourly ticks depending on country), if allowed was true
- Used to lessen the impact of targeted decisions that cannot be restricted by `targets` and `allowed`.
  Since targeted decisions are checked against each state/country in the game each frame in the `visible` trigger, this offers a way to do a pre-check once a day.
  This trigger should be a subset of the `visible` trigger that only uses the acting country scope.

`target_trigger`:
- Scope: THIS = Country, FROM = Target Country/State
- Checked once per day for each state/country in the world if both allowed and `target_root_trigger` were true.
- Used to select which country/states this targeted decision should apply to. Each match will create a dedicated decision entry.
- Similarly to `target_root_trigger`, this should contain a subset of the `visible` trigger that pertains to a given target state/country.
  The lower frequency of this check will help avoiding checking the visible trigger against each country/state each frame when po
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/NAVY/battleship
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/NAVY/battleship = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/NAVY/battleship_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/battleship = FROM: [?EAI_FOCUS/NAVY/battleship] TO global.EAI_B_BB_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/battleship = global.EAI_A_BB_DESIGN
					}
				}
				OR = {
					AND = {
						NOT = {
							check_variable = {
								EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
							}
						}
						EAI_MODE_normal = yes
						num_of_naval_factories = > 50
					} {
						NOT = {
							check_variable = {
								EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
							}
						}
						EAI_MODE_challenging = yes
						num_of_naval_factories = > 100
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/battleship = FROM: [?EAI_FOCUS/NAVY/battleship] TO global.EAI_A_BB_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/battleship = global.EAI_A_BB_DESIGN
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/battleship = global.EAI_OFF
					}
				}
				OR = {
					AND = {
						EAI_MODE_normal = yes
						num_of_naval_factories = < 10
					} {
						EAI_MODE_challenging = yes
						num_of_naval_factories = < 10
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/battleship = FROM: [?EAI_FOCUS/NAVY/battleship] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/battleship = global.EAI_OFF
			}
		}
	}
}
### Entity: Event
Component: manchukuo_events.3
Constructs: is_triggered_only, ai_chance, set_politics, add_popularity
Source: game
File: events/WTT_Manchukuo.txt

Code:
country_event = {
	id = manchukuo_events.3
	title = A Meeting in Seoul
	desc = manchukuo_events.3.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = The Kwantung Army is right, the General Affairs State Council will officially take over.
		ai_chance = {
			base = 45
		}
		promote_character = MAN_doihara_kenji
		set_politics = {
			ruling_party = fascism
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.5
		}
	} {
		name = There must be a compromise, Kishi will be Chief Executive.
		ai_chance = {
			base = 10
		}
		promote_character = MAN_kishi_nobosuke
		set_politics = {
			ruling_party = fascism
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.5
		}
	} {
		name = Aikawa and Naori are right, civillian rule of the Concordia Association will provide legitimacy.
		ai_chance = {
			base = 45
		}
		promote_character = MAN_ruan_zhenduo
		set_politics = {
			ruling_party = fascism
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.5
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_no_allignment
Constructs: prerequisite, add_ideas, completion_reward, is_puppet
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_no_allignment
	icon = GFX_goal_generic_neutrality_focus
	text = GRE_no_allignment
	prerequisite = {
		focus = GRE_reinforce_royal_dictatorship
	}
	mutually_exclusive = {
		focus = GRE_british_allignment
	}
	x = 6
	y = 1
	relative_position_id = GRE_reinforce_royal_dictatorship
	cost = 5
	ai_will_do = {
		factor = 40
	}
	bypass = {
		is_puppet = yes
	}
	completion_reward = {
		add_ideas = neutrality_idea
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: DOD_yugoslavia.60
Constructs: is_triggered_only, limit, add_ideas, has_government, add_war_support, add_stability, fire_only_once, has_country_leader
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.60
	title = DOD_yugoslavia.60.t
	desc = {
		text = DOD_yugoslavia.60.peter
		trigger = {
			has_country_leader = {
				character = YUG_peter_ii
				ruling_only = yes
			}
		}
	} {
		text = DOD_yugoslavia.60.paul
		trigger = {
			has_country_leader = {
				character = YUG_prince_paul
				ruling_only = yes
			}
		}
	}
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = DOD_yugoslavia.60.a
		if = {
			limit = {
				has_country_leader = {
					character = YUG_prince_paul
					ruling_only = yes
				}
			}
			YUG_prince_paul = {
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = fascism_ideology
						traits = {
							collaborator_king
						}
					}
					promote_leader = yes
				}
			}
			set_party_name = {
				ideology = fascism
				name = YUG_kardocevik
				long_name = YUG_kardocevik
			} {
				ideology = neutrality
				name = YUG_peters_loyalists
				long_name = YUG_peters_loyalists
			}
			set_country_leader_name = {
				name = YUG_paul_i
			}
			add_ideas = {
				YUG_idea_orthodox_church_support
			}
			custom_effect_tooltip = all_subjects_become_fascist_tt
			hidden_effect = {
				every_other_country = {
					limit = {
						capital_scope = {
							is_on_continent = europe
						}
						NOT = {
							original_tag = YUG
						}
						has_government = neutrality
						is_subject_of = ROOT
					}
					set_variable = {
						var = monarchist_support_var
						value = party_popularity@neutrality
					}
					add_popularity = {
						ideology = fascism
						popularity = monarchist_support_var
					}
					set_politics = {
						ruling_party = fascism
					}
				}
			} {
				if = {
					limit = {
						date = > 1941.09.06
					}
					YUG_peter_ii = {
						swap_country_leader_traits = {
							remove = underage_monarch
							add = legitimate_heir
						}
					}
					hidden_effect = {
						YUG_peter_ii = {
							set_portraits = {
								civilian = {
									large = GFX_portrait_yugoslavia_peter_ii_old
								}
							}
						}
						set_country_flag = peter_is_of_age
					}
				}
			}
			if = {
				limit = {
					has_government = neutrality
				}
				hidden_effect = {
					set_variable = {
						var = monarchist_support_var
						value = party_popularity@neutrality
					}
					add_popularity = {
						ideology = fasc
# ... (truncated)
### Entity: Idea
Component: TRK_severe_soviet_colonization
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_turkestan.txt

Code:
TRK_severe_soviet_colonization = {
	picture = TRK_severe_soviet_colonization
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription_factor = -0.25
		industrial_capacity_factory = -0.1
		stability_factor = -0.05
		stability_weekly = -0.001
		production_speed_buildings_factor = -0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: wtt_japan.107
Constructs: is_triggered_only, ai_chance, limit, set_autonomy, is_faction_leader, add_to_faction
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.107
	title = wtt_japan.104.t
	desc = wtt_japan.107.desc
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	option = {
		name = wtt_japan.107.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			FROM = {
				set_autonomy = {
					target = PHI
					autonomy_state = autonomy_free
				}
			}
		}
		IF = {
			limit = {
				JAP = {
					is_faction_leader = yes
				}
			}
			JAP = {
				add_to_faction = ROOT
			}
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.26
				hours = 6
			}
		}
	}
}
### Entity: Technology
Component: gwtank
Constructs: limit, is_major, enable_equipments, enable_subunits, has_template_containing_unit, has_tech, load_oob, unlock_tanks_mot
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		gw_tank_equipment
	}
	enable_subunits = {
		light_armor
	}
	on_research_complete_limit = {
		NOT = {
			has_template_containing_unit = light_armor
		} {
			has_template_containing_unit = heavy_armor
		} {
			has_template_containing_unit = medium_armor
		}
	}
	on_research_complete = {
		hidden_effect = {
			if = {
				limit = {
					has_tech = motorised_infantry
				}
				load_oob = unlock_tanks_mot
			} {
				limit = {
					NOT = {
						has_tech = motorised_infantry
					}
				}
				load_oob = unlock_tanks
			}
		}
		custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
	}
	path = {
		leads_to_tech = basic_light_tank
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_heavy_tank
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1918
	folder = {
		name = armour_folder
		position = {
			x = 0
			y = 0
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 1.2
			date = > 1937.1.1
		} {
			factor = 1.2
			date = > 1938.1.1
		} {
			factor = 1.2
			date = > 1939.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_light_armor mio_cat_tech_light_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: State History
Component: 1019
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1019-Sagaing.txt

Code:
state = {
	id = 1019
	name = STATE_1019
	manpower = 1126540
	state_category = rural
	resources = {
		coal = 4
	}
	provinces = {
		1082 1197 1934 4087 4318 4425 4588 4996 8063 10386 10486 12335 12464 12492 7469 1492 12404 4585
	}
	history = {
		owner = RAJ
		add_core_of = BRM
		add_to_array = {
			state_victory_points = 4425
		}
		victory_points = {
			4425 1
		} {
			1492 5
		}
		buildings = {
			infrastructure = 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: HRZ_acd2
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = HRZ_acd2
		allowed = {
			original_tag = HRZ
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_divide_germany
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_ally_with
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_divide_germany
	icon = GFX_focus_attack_germany
	prerequisite = {
		focus = CZE_claim_lands_of_the_bohemian_crown
	}
	mutually_exclusive = {
		focus = CZE_fight_over_silesia
	}
	cost = 10
	relative_position_id = CZE_fight_over_silesia
	x = -2
	y = 0
	will_lead_to_war_with = GER
	available = {
		is_subject = no
		has_government = neutrality
		GER = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	bypass = {
		has_war_with = GER
	}
	bypass_effect = {
		65 = {
			add_claim_by = ROOT
		}
	}
	completion_reward = {
		65 = {
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				FRA = {
					exists = yes
					is_subject = no
					has_government = neutrality
					NOT = {
						is_in_faction_with = GER ROOT
						has_war_with = ROOT GER
					}
				}
			}
			custom_effect_tooltip = CZE_if_FRA_ally_tt
			FRA = {
				country_event = MUN_czech.1017
			}
			else = {
				custom_effect_tooltip = CZE_if_FRA_ally_tt
				effect_tooltip = {
					FRA = {
						country_event = MUN_czech.1017
					}
				}
			}
		} {
			limit = {
				has_completed_focus = CZE_a_strong_poland
				is_guaranteed_by = POL
				POL = {
					is_subject = no
					NOT = {
						is_in_faction_with = GER ROOT
						has_war_with = ROOT GER
					}
				}
			}
			custom_effect_tooltip = CZE_if_POL_ally_tt
			POL = {
				country_event = MUN_czech.1017
			}
			else = {
				custom_effect_tooltip = CZE_if_POL_ally_tt
				effect_tooltip = {
					POL = {
						country_event = MUN_czech.1017
					}
				}
			}
		} {
			limit = {
				OR = {
					AND = {
						has_completed_focus = CZE_a_strong_poland
						is_guaranteed_by = POL
						POL = {
							is_subject = no
							NOT = {
								is_in_faction_with = GER ROOT
								has_war_with = ROOT
							}
						}
					}
					FRA = {
						exists = yes
						is_subject = no
						has_government = neutrality
						NOT = {
							is_in_faction_with = GER ROOT
							has_war_with = ROOT
						}
					}
				}
			}
			country_event = {
				id = MUN_czech.1018
				days = 9
			}
		}
		else = {
			declare_war_on = {
				target = GER
				type = annex_everything
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: has_government
Source: game
File: common/scripted_guis/r56_palestine_guis.txt

Code:
scripted_gui = {
	palestine_liberalism_bar = {
		window_name = r56_PAL_liberalism_gui
		context_type = decision_category
		visible = {
			original_tag = PAL
			has_government = democratic
		}
		properties = {
			PAL_liberalism_progress = {
				frame = PAL_liberalism
			}
		}
	}
	palestine_atheism_bar = {
		window_name = r56_PAL_atheism_gui
		context_type = decision_category
		visible = {
			original_tag = PAL
			has_government = communism
		}
		properties = {
			PAL_atheism_progress = {
				frame = PAL_atheism
			}
		}
	}
}