Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: CHI_border_clashes
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, fire_only_once, add_political_power, is_subject_of, is_in_faction_with
Source: game
File: common/decisions/WTT_border_conflicts.txt

Code:
CHI_border_clashes = {
	WTT_border_conflict_initiate_incident = {
		icon = border_war
		visible = {
			FROM = {
				exists = yes
			} {
				NOT = {
					is_subject_of = ROOT
				} {
					is_in_faction_with = ROOT
				}
			} {
				has_not_initiated_border_incident_with_ROOT = yes
			}
			NOT = {
				has_war_with = FROM
			} {
				is_subject_of = FROM
			}
			OR = {
				AND = {
					has_country_flag = CHI_institute_cross_border_raids
					NOT = {
						tag = event_target:WTT_current_china_leader
					}
					FROM = {
						NOT = {
							tag = event_target:WTT_current_china_leader
						}
					}
				} {
					has_country_flag = CHI_provoke_border_clashes
					FROM = {
						tag = event_target:WTT_current_china_leader
					}
				} {
					FROM = {
						has_country_flag = CHI_provoke_border_clashes
					}
					tag = event_target:WTT_current_china_leader
				} {
					OR = {
						has_completed_focus = CHI_anti_opposition_campaigns CHI_sea_anti_opposition_campaigns
					} {
						AND = {
							OR = {
								has_completed_focus = CHI_cooperation_with_the_nationalists CHI_sea_cooperation_with_the_nationalists
							} {
								FROM = {
									has_completed_focus = CHI_cooperation_with_the_communists
								} {
									has_completed_focus = CHI_sea_cooperation_with_the_communists
								}
							}
							NOT = {
								is_subject_of = event_target:WTT_communist_china
							}
							FROM = {
								NOT = {
									is_subject_of = event_target:WTT_current_china_leader
								}
							}
						} {
							OR = {
								has_completed_focus = CHI_cooperation_with_the_communists CHI_sea_cooperation_with_the_communists
							} {
								FROM = {
									has_completed_focus = CHI_cooperation_with_the_nationalists
								} {
									has_completed_focus = CHI_sea_cooperation_with_the_nationalists
								}
							}
							NOT = {
								is_subject_of = event_target:WTT_current_china_leader
							}
							FROM = {
								NOT = {
									is_subject_of = event_target:WTT_communist_china
								}
							}
						}
					}
				} {
					tag = event_target:WTT_communist_china
					FROM = {
						OR = {
							has_completed_focus = CHI_cooperation_with_the_nationalists CHI_sea_cooperation_with_the_nationalists
						}
					}
				}
			} {
				NOT = {
					has_border_war_with = FROM
				}
				FROM = {
					any_owned_state = {
						is_controlled_by = FROM
						impassab
# ... (truncated)
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/GOE_SSB_scripted_localisation.txt

Code:
defined_text = {
	name = SSB_resource_event_scripted_loc
	text = {
		trigger = {
			FROM = {
				tag = PER
			}
		}
		localization_key = SSB_resource_event_scripted_loc_oil
	} {
		trigger = {
			FROM = {
				tag = TUR
			}
		}
		localization_key = SSB_resource_event_scripted_loc_chromium
	}
}
### Entity: Idea
Component: HUN_militarized_diasporas
Source: game
File: common/ideas/hungary.txt

Code:
HUN_militarized_diasporas = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = MEX_politicised_army_2
	modifier = {
		political_power_factor = 0.1
	}
	targeted_modifier = {
		tag = ROM
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	} {
		tag = CZE
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	} {
		tag = YUG
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_zuiderzee_works
Constructs: has_completed_focus, prerequisite, completion_reward, has_full_control_of_state, is_subject_of, has_autonomy_state, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_zuiderzee_works
	available = {
		has_full_control_of_state = 7 36
		INS = {
			exists = yes
			is_subject_of = HOL
			has_full_control_of_state = 1058 1051 335
		}
	}
	mutually_exclusive = {
		focus = HOL_curtail_colonial_autonomy HOL_curtail_colonial_autonomy_taog
	}
	prerequisite = {
		focus = HOL_expand_the_artillerieinrichtingen
	}
	icon = GFX_focus_hol_the_zuiderzee_works
	x = -1
	y = 1
	ai_will_do = {
		base = 1
		modifier = {
			add = 25
			OR = {
				HOL_check_plan_continental_alternate_democratic = yes
				HOL_check_plan_alternate_fascist = yes
				HOL_check_plan_alternate_communist = yes
			}
		} {
			factor = 0
			date = < 1939.1.1
		} {
			factor = 0.1
			INS = {
				has_autonomy_state = autonomy_integrated_puppet
			}
		} {
			factor = 0.3
			INS = {
				has_autonomy_state = autonomy_puppet
			}
		}
	}
	relative_position_id = HOL_expand_the_artillerieinrichtingen
	offset = {
		x = 0
		y = 1
		trigger = {
			has_dlc = Thunder at Our Gates
		}
	} {
		x = 0
		y = -1
		trigger = {
			INS = {
				has_completed_focus = INS_underground_revolution
			}
		}
	}
	cost = 30
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = HOL_the_zuiderzee_works
			bonus = 1.0
			ahead_reduction = 2
			uses = 2
			category = industry
		}
		7 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		36 = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		HOL_de_crisisjaren_level_down = yes
		hidden_effect = {
			news_event = {
				id = mtg_news.47
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_continue_constitutional_reforms
Constructs: prerequisite, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_continue_constitutional_reforms
	icon = GFX_goal_constitution
	prerequisite = {
		focus = COL_liberty_ethos
	}
	relative_position_id = COL_liberty_ethos
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		add_political_power = 50
		swap_ideas = {
			remove_idea = COL_revolution_on_the_march
			add_idea = COL_revolution_on_the_march_2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Component: BALTIC_allied_shipments
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_allied_shipments
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = BALTIC_british_aircraft BALTIC_ford_motors
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_british_aircraft
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = democratic
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					exists = yes
					has_capitulated = no
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				baltic_give_allied_equipment = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 250
					equipment_type = infantry_equipment
					seller_tags = {
						ENG
					}
				}
			}
		}
		else_if = {
			limit = {
				FRA = {
					exists = yes
					has_capitulated = no
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			FRA = {
				baltic_give_allied_equipment = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 250
					equipment_type = infantry_equipment
					seller_tags = {
						FRA
					}
				}
			}
		} {
			limit = {
				USA = {
					exists = yes
					has_capitulated = no
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			USA = {
				baltic_give_allied_equipment = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 250
					equipment_type = infantry_equipment
					seller_tags = {
						USA
					}
				}
			}
		} {
			limit = {
				suitable_democratic_major_in_europe = yes
			}
			random_other_country = {
				limit = {
					is_major = yes
					capital_scope = {
						is_on_continent = europe
					}
					exists = yes
					has_capitulated = no
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
				baltic_give_allied_equipment = yes
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy =
# ... (truncated)
### Entity: Character
Component: YEM_burkan_salem
Source: game
File: common/characters/YEM.txt

Code:
YEM_burkan_salem = {
	advisor = {
		slot = air_chief
		idea_token = YEM_burkan_salem
		allowed = {
			original_tag = YEM
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Burkan Salem
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: Order of Battle
Component: 100 Shih Ti-san Lu
Constructs: division_template
Source: game
File: history/units/r56_XSM_1936.txt

Code:
division = {
	name = 100 Shih Ti-san Lu
	location = 12846
	division_template = Tuli Ch'iping Lü
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
}
### Entity: Character
Component: MON_dansrabilegyin_dogsam
Source: game
File: common/characters/MON.txt

Code:
MON_dansrabilegyin_dogsam = {
	advisor = {
		slot = political_advisor
		idea_token = MON_dansrabilegyin_dogsam
		allowed = {
			original_tag = MON
		}
		traits = {
			compassionate_gentleman
		}
	}
	name = MON_dansrabilegyin_dogsam
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: limit, political_power_gain, has_government, add_stability, fire_only_once, is_subject, has_global_flag, has_country_leader
Source: game
File: common/decisions/r56_COG.txt

Code:
political_actions = {
	COG_embrace_new_identity = {
		icon = generic_nationalism
		allowed = {
			original_tag = COG
		}
		available = {
			is_subject = no
		}
		visible = {
			NOT = {
				has_global_flag = COG_renamed_cities
			} {
				has_country_leader = {
					ruling_only = yes
					character = COG_pierre_ryckmans
				} {
					ruling_only = yes
					character = COG_albert_decoster
				}
				has_government = fascism
			}
			all_state = {
				OR = {
					NOT = {
						state = 295 718
					}
					is_fully_controlled_by = ROOT
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
		cost = 25
		fire_only_once = yes
		days_remove = 30
		modifier = {
			consumer_goods_factor = 0.04
			political_power_gain = -0.1
		}
		complete_effect = {
			add_stability = 0.05
			set_province_name = {
				id = 5117
				name = Kinshasa
			} {
				id = 191
				name = Lubumbashi
			} {
				id = 1950
				name = Kisangani
			}
			295 = {
				set_state_name = Kinshasa
			}
			718 = {
				set_state_name = Kisangani
			}
			set_global_flag = COG_renamed_cities
			clr_global_flag = COG_renamed_cities_decoster
		}
	}
	COG_abandon_colonial_identity = {
		icon = SOV_secure_the_administration
		allowed = {
			original_tag = COG
		}
		available = {
			is_subject = no
		}
		visible = {
			has_country_leader = {
				ruling_only = yes
				character = COG_albert_decoster
			}
			has_government = communism
			NOT = {
				OR = {
					has_global_flag = COG_renamed_cities COG_renamed_cities_decoster
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
		cost = 10
		fire_only_once = yes
		days_remove = 30
		modifier = {
			consumer_goods_factor = 0.12
			political_power_gain = -0.05
		}
		complete_effect = {
			add_stability = 0.02
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			set_province_name = {
				id = 5117
				name = Jacquemotteville
			} {
				id = 191
				name = Decosterville
			} {
				id = 1950
				name = Marxbourg
			}
			295 = {
				set_state_name = Jacquemotteville
			}
			718 = {
				set_state_name = Marxbourg
			}
			set_global_flag = COG_renamed_cities_decoster
			clr_global_flag = COG_renamed_cities
		}
	}
	COG_return_of_colonial_administration = {
		icon = eng_trade_unions_demand
		allowed = {
			OR = {
				original_tag = BEL COG
			}
		}
		visible = {
			OR = {
				has_global_flag = COG_renamed_cities COG_renamed_cities_decoster
			} {
				BEL = {
					
# ... (truncated)
### Entity: Idea
Component: ab_landsverk_denmark
Constructs: has_completed_focus, has_war_with, research_bonus
Source: game
File: common/ideas/r56_denmark.txt

Code:
ab_landsverk_denmark = {
	allowed = {
		original_tag = DEN
	}
	picture = landsverk
	available = {
		NOT = {
			has_war_with = SWE
		}
	}
	visible = {
		NOT = {
			has_completed_focus = SCA_unified_armament_industries
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: amiot
Constructs: research_bonus
Source: game
File: common/ideas/france.txt

Code:
amiot = {
	allowed = {
		original_tag = FRA
	}
	research_bonus = {
		air_equipment = 0.1
	}
	traits = {
		heavy_aircraft_manufacturer
	}
}
### Entity: Character
Component: BUL_asen_nikolov
Constructs: has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_asen_nikolov = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = BUL_asen_nikolov
		portraits = {
			army = {
				large = GFX_portrait_bul_asen_nikolov
				small = GFX_portrait_BUL_asen_nikolov_small
			}
		}
		corps_commander = {
			traits = {
				career_officer infantry_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 3
			legacy_id = 1207
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		advisor = {
			slot = air_chief
			idea_token = BUL_asen_dobrev_nikolov
			allowed = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				original_tag = BUL
			}
			traits = {
				air_chief_safety_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BUL_asen_nikolov
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_2
			}
		}
	}
}
### Entity: Character
Component: GER_franz_ritter_von_epp
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_franz_ritter_von_epp = {
	name = GER_franz_ritter_von_epp
	portraits = {
		army = {
			large = GFX_portrait_GER_franz_ritter_von_epp
			small = GFX_portrait_GER_franz_ritter_von_epp_small
		}
	}
	corps_commander = {
		traits = {
			militias_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = GER_re_form_the_freikorps
		}
	}
}
### Entity: AI Strategy
Component: ENG_please_stop_kiling_siam_so_hard_ty
Constructs: has_war_with, is_subject_of, has_global_flag
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_please_stop_kiling_siam_so_hard_ty = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		OR = {
			tag = ENG
			AND = {
				is_subject_of = ENG
				NOT = {
					OR = {
						tag = AST NZL RAJ
					}
				}
			}
		} {
			ENG = {
				has_war_with = SIA
			}
			ROOT = {
				has_war_with = SIA
				is_subject_of = ENG
			}
		} {
			AND = {
				date = < 1942.1.1
				has_global_flag = FRA_already_surrendered
			} {
				date = < 1943.1.1
				NOT = {
					has_global_flag = FRA_already_surrendered
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		area = burma_front
		value = -50
	} {
		type = area_priority
		id = burma_front
		value = -50
	}
}
### Entity: Idea
Component: NOR_aftermath_of_the_depression_2
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_aftermath_of_the_depression_2 = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	name = NOR_aftermath_of_the_depression
	modifier = {
		consumer_goods_factor = 0.12
		industrial_capacity_factory = -0.06
		industrial_capacity_dockyard = -0.06
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_naval_development_I
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_coastal, is_controlled_by, has_tech, random_owned_state
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_naval_development_I
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = ARG_state_dockyards
	}
	x = 12
	y = 2
	cost = 10
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
		has_tech = construction2
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = arg_state_dockyardsII
		} {
			limit = {
				NOT = {
					has_country_flag = arg_state_dockyardsII
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = arg_state_dockyardsII
		} {
			limit = {
				NOT = {
					has_country_flag = arg_state_dockyardsII
				} {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 962
Constructs: add_core_of
Source: game
File: history/states/962-Eupen.txt

Code:
state = {
	id = 962
	name = Eupen
	provinces = {
		3488
	}
	history = {
		owner = BEL
		victory_points = {
			3488 3
		}
		buildings = {
			infrastructure = 3
			3488 = {
				dam = 1
			}
		}
		add_core_of = BEL
	}
	manpower = 64000
	state_category = rural
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: idea_SIA_civilian_rebellious
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_civilian_rebellious = {
	picture = SIA_civillian_rebellious
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = -0.15
		stability_factor = -0.25
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_FACTORY_force_ratio_MIC
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_BUILDING_FACTORY_force_ratio_MIC = {
	set_temp_variable = {
		result_value = EAI_BUILDING_target_weight_NIC
	} {
		b = 1
	} {
		EAI_BUILDING_target_weight_MIC = result_value
	}
	add_to_temp_variable = {
		result_value = EAI_BUILDING_target_weight_CIC
	}
	multiply_temp_variable = {
		result_value = ratio_value
	}
	subtract_from_temp_variable = {
		b = ratio_value
	}
	divide_temp_variable = {
		result_value = b
	}
}
### Entity: Decision
Component: DEN_danish_security_category
Constructs: has_completed_focus, limit, has_government, has_war_with, add_war_support, has_country_flag, is_major, add_stability
Source: game
File: common/decisions/DEN.txt

Code:
DEN_danish_security_category = {
	DEN_seek_guarantor = {
		priority = 1
		icon = GFX_decision_hol_exchange_intelligence_data
		ai_will_do = {
			base = 25
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 25
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 0.5
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		targets = {
			ENG GER SOV USA
		}
		target_trigger = {
			FROM = {
				is_subject = no
				NOT = {
					has_war_with = ROOT
					is_in_faction_with = ROOT
					has_variable = DEN_allied_nation
					has_country_flag = DEN_refused_non_aggression_pact_flag
					is_justifying_wargoal_against = FROM
					ROOT = {
						is_justifying_wargoal_against = FROM
					}
				}
			}
		}
		available = {
			OR = {
				FROM = {
					has_government = ROOT
				}
				AND = {
					FROM = {
						has_government = neutrality
					}
					ROOT = {
						has_government = democratic
					}
				} {
					FROM = {
						has_government = democratic
					}
					ROOT = {
						has_government = neutrality
					}
				}
			}
			FROM = {
				has_opinion = {
					target = ROOT
					value = > 24
				}
			}
		}
		visible = {
			has_completed_focus = DEN_sign_non_aggression_deal
			NOT = {
				has_country_flag = DEN_has_non_aggression_flag
			} {
				has_country_flag = DEN_is_seeking_protection_flag
			}
		}
		fire_only_once = no
		cost = 0
		complete_effect = {
			FROM = {
				country_event = {
					id = denmark_protection_event.1
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				DEN_non_aggression_pact_effect = yes
				ROOT = {
					add_opinion_modifier = {
						modifier = DEN_deepening_partnership
						target = FROM
					}
				}
				FROM = {
					add_opinion_modifier = {
						modifier = DEN_deepening_partnership
						target = ROOT
					}
				}
				custom_effect_tooltip = DEN_effects_may_vary_science_pact_tt DEN_effects_on_transfer_states_tt
				DEN_guarantee_tech_sharing = yes
				DEN_sell_territory_for_guarantees = yes
			}
			hidden_effect = {
				set_country_flag = DEN_is_seeking_protection_flag
			}
		}
	}
	DEN_seek_an_alliance = {
		priority = 1
		icon = GFX_decision_hol_exchange_intelligence_data
		ai_will_do = {
			base = 50
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 25
				}
# ... (truncated)
### Entity: Event
Component: INS_revolution_events.2
Constructs: is_triggered_only, ai_chance, is_ai, set_global_flag
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.2
	title = INS_revolution_events.2.t
	desc = INS_revolution_events.2.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				HOL = {
					is_ai = no
				}
			}
		}
		name = INS_revolution_events.2.a
		FROM = {
			country_event = {
				id = INS_revolution_events.3
				hours = 12
			}
		}
		set_global_flag = INSHOL_london_batavia_accord_signed
		indonesia_HOL_sign_accord_effect = yes
		custom_effect_tooltip = INS_eng_treaty_engside_tt
	} {
		ai_chance = {
			base = 5
		}
		name = INS_revolution_events.2.b
		FROM = {
			country_event = {
				id = INS_revolution_events.4
				hours = 12
			}
		}
	}
}