Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_LEND_LEASE_lend_lease_target_selector
Constructs: limit, has_country_flag, clear_temp_array, every_other_country, add_to_temp_array, is_in_array, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_lend_lease_effects.txt

Code:
EAI_LEND_LEASE_lend_lease_target_selector = {
	clear_temp_array = updated_lend_lease_targets
	every_other_country = {
		limit = {
			EAI_LEND_LEASE_THIS_is_valid_target_of_ROOT = yes
		}
		add_to_temp_array = {
			array = updated_lend_lease_targets
			value = THIS.id
		}
	}
	for_each_scope_loop = {
		array = EAI_lend_lease_targets
		if = {
			limit = {
				NOT = {
					is_in_array = {
						array = updated_lend_lease_targets
						value = THIS.id
					}
				}
			}
			EAI_LEND_LEASE_cancel_target = yes
		} {
			limit = {
				ROOT = {
					has_country_flag = EAI_lend_lease_logging
					check_variable = {
						log_ended_lendlease = 1
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | LEND-LEASE: reason: EAI_LEND_LEASE_lend_lease_target_selector
		}
		set_temp_variable = {
			log_ended_lendlease = 0
		}
	} {
		array = updated_lend_lease_targets
		ROOT = {
			EAI_LEND_LEASE_set_target = yes
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_lend_lease_logging
					check_variable = {
						log_started_lendlease = 1
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | LEND-LEASE: reason: EAI_LEND_LEASE_lend_lease_target_selector
		}
		set_temp_variable = {
			log_started_lendlease = 0
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_triga_i_project
Constructs: prerequisite, add_ideas, completion_reward, has_global_flag, add_tech_bonus
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_triga_i_project
	icon = GFX_focus_wonderweapons
	x = 0
	y = 1
	prerequisite = {
		focus = COG_societe_africaine_dexplosifs_congo
	}
	relative_position_id = COG_societe_africaine_dexplosifs_congo
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		add_tech_bonus = {
			name = COG_triga_i_project
			bonus = 1.0
			uses = 1
			category = nuclear
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = COG_triga_i_project_ns
	}
}
### Entity: Character
Component: CUB_wenceslao_carmona
Source: game
File: common/characters/CUB.txt

Code:
CUB_wenceslao_carmona = {
	name = Wenceslao Carmona
	portraits = {
		civilian = {
			large = GFX_portrait_Wenceslao_Carmona
		}
	}
	country_leader = {
		ideology = rexism
		expire = 1952.1.1.12
		id = -1
	}
}
### Entity: Idea
Component: EAI_DD_13/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_democratic_transition_focus
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, has_country_leader, set_party_name, add_country_leader_role
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_democratic_transition_focus
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = TUR_holding_our_first_multi_party_election
	} {
		focus = TUR_utilize_foreign_capital
	}
	x = 2
	y = 1
	relative_position_id = TUR_holding_our_first_multi_party_election
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					character = TUR_celal_bayar
					ruling_only = yes
				}
			}
			add_stability = 0.1
		}
		else_if = {
			limit = {
				has_country_leader = {
					character = TUR_adnan_menderes
					ruling_only = yes
				}
			}
			TUR_kemalist_turn_hostile_effect = yes
			hidden_effect = {
				set_party_name = {
					ideology = fascism
					long_name = TUR_cakmak_party_long
					name = TUR_cakmak_party
				}
				add_country_leader_role = {
					character = TUR_fevzi_cakmak
					country_leader = {
						expire = 1965.1.1
						ideology = rexism
						traits = {
							maresal
						}
					}
					promote_leader = yes
				}
			}
		}
		add_political_power = 250
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		hidden_effect = {
			clr_country_flag = TUR_held_democratic_election
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/JAP_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 201
	}
	location = 12446
	division_template = Dokuritsu Konsei Ryodan
	start_equipment_factor = 0.8
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = JAP
			version_name = Type 94 Tankette
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_22
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_22 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 22
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 22
	}
}
### Entity: Peace Conference
Component: peace_ai_desires
Constructs: has_government, has_war_with, take_states, force_government, is_historical_focus_on, is_core_of
Source: game
File: common/peace_conference/ai_peace/USA.txt

Code:
peace_ai_desires = {
	USA_take_okinawa = {
		peace_action_type = {
			take_states
		}
		enable = {
			FROM.FROM.FROM = {
				state = 526
			}
			ROOT = {
				original_tag = USA
			}
		}
		ai_desire = 1500
	}
	USA_take_okinawa_part_two = {
		peace_action_type = {
			puppet force_government
		}
		enable = {
			FROM.FROM.FROM = {
				state = 526
			}
			ROOT = {
				original_tag = USA
			}
		}
		ai_desire = -100
	}
	USA_puppet_s_korea = {
		peace_action_type = {
			puppet
		}
		enable = {
			FROM.FROM.FROM = {
				OR = {
					state = 525 1029 1031 1030
				}
			}
			FROM = {
				original_tag = KOR
			}
			ROOT = {
				original_tag = USA
				has_government = democratic
			}
			SOV = {
				OR = {
					has_war_with = JAP KOR
				}
			}
		}
		ai_desire = 250
	}
	USA_puppet_s_korea_part_two = {
		peace_action_type = {
			liberate force_government
		}
		enable = {
			FROM.FROM.FROM = {
				OR = {
					state = 525 1029 1031 1030
				}
			}
			FROM = {
				original_tag = KOR
			}
			ROOT = {
				original_tag = USA
				has_government = democratic
			}
			SOV = {
				OR = {
					has_war_with = JAP KOR
				}
			}
		}
		ai_desire = -75
	}
	USA_dont_puppet_n_korea = {
		peace_action_type = {
			puppet
		}
		enable = {
			is_historical_focus_on = yes
			FROM.FROM.FROM = {
				OR = {
					state = 527 1028
				}
			}
			FROM = {
				original_tag = KOR
			}
			ROOT = {
				original_tag = USA
				has_government = democratic
			}
			SOV = {
				OR = {
					has_war_with = JAP KOR
				}
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		ai_desire = -50
	}
	USA_puppet_japan = {
		peace_action_type = {
			puppet
		}
		enable = {
			FROM.FROM.FROM = {
				is_core_of = JAP
				NOT = {
					state = 526
				}
			}
			FROM = {
				original_tag = JAP
			}
			ROOT = {
				original_tag = USA
				has_government = democratic
				pc_total_score = > 800
			}
		}
		ai_desire = 250
	}
	USA_dont_change_gov_japan = {
		peace_action_type = {
			force_government
		}
		enable = {
			FROM = {
				original_tag = JAP
			}
			ROOT = {
				original_tag = USA
				has_government = democratic
				pc_total_score = > 800
			}
		}
		ai_desire = -100
	}
	USA_take_some_islands = {
		peace_action_type = {
			take_states
		}
		enable = {
			FROM.FROM.FROM = {
				is_core_of = JAP
				OR = {
					region = 94 84 97 78
				}
				NOT = {
					state = 526
				}
			}
		}
		ai_desire = 1100
	}
	USA_dont_liberate_the_wron
# ... (truncated)
### Entity: Unit Template
Component: CZE_RGR_01
Source: game
File: common/units/names_divisions/CZE_names_divisions.txt

Code:
CZE_RGR_01 = {
	name = Ranger Units
	for_countries = {
		CZE
	}
	can_use = {
		always = yes
	}
	division_types = {
		ranger_battalion
	}
	fallback_name = %d Lesnická Divize
	ordered = {
		1 = {
			%d Lesnická Divize
		}
		2 = {
			%d Lesnická Divize
		}
		3 = {
			%d Lesnická Divize
		}
		4 = {
			%d Lesnická Divize
		}
		5 = {
			%d Lesnická Divize
		}
		6 = {
			%d Lesnická Divize
		}
		7 = {
			%d Lesnická Divize
		}
		8 = {
			%d Lesnická Divize
		}
		9 = {
			%d Lesnická Divize
		}
		10 = {
			%d Lesnická Divize
		}
		11 = {
			%d Lesnická Divize
		}
		12 = {
			%d Lesnická Divize
		}
		13 = {
			%d Lesnická Divize
		}
		14 = {
			%d Lesnická Divize
		}
		15 = {
			%d Lesnická Divize
		}
		16 = {
			%d Lesnická Divize
		}
		17 = {
			%d Lesnická Divize
		}
		18 = {
			%d Lesnická Divize
		}
		19 = {
			%d Lesnická Divize
		}
		20 = {
			%d Lesnická Divize
		}
	}
}
### Entity: Character
Component: TAOG_liberal_colonial_leader
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_liberal_colonial_leader = {
	sprite = 13
	random = no
	stability_factor = 0.05
	democratic_drift = 0.01
}
### Entity: Order of Battle
Component: 7th Division
Constructs: division_template
Source: game
File: history/units/GDC_1936_sea.txt

Code:
division = {
	name = 7th Division
	location = 1047
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = GDC_huang_tingzhen
	}
}
### Entity: Idea
Component: EAI_DD_14/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_boon_rawd_brewery
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_boon_rawd_brewery
	icon = GFX_focus_SIA_boon_rawd_brewery
	x = 2
	y = 1
	relative_position_id = SIA_siamese_development_cooperative
	prerequisite = {
		focus = SIA_siamese_development_cooperative SIA_reduction_of_agricultural_yield_taxes
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = idea_SIA_boon_rawd_brewery
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1076
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: PAL_high_civilian_power_idea
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_high_civilian_power_idea = {
	picture = chi_war_of_resistance3
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.15
		consumer_goods_factor = -0.2
		political_power_factor = 0.2
		conscription_factor = -0.15
		army_org_factor = -0.1
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_deal_with_the_bayannur_princes
Constructs: prerequisite, has_government, completion_reward, add_political_power, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_deal_with_the_bayannur_princes
	icon = GFX_goal_generic_dangerous_deal
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {
		has_government = communism
	}
	prerequisite = {
		focus = MEN_the_spirit_of_genghis
	}
	relative_position_id = MEN_the_spirit_of_genghis
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = 35
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = r56_newline
		swap_ideas = {
			remove_idea = MEN_kwantungs_invisible_hand_fascist
			add_idea = MEN_kwantungs_invisible_hand_genghis
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_alpine_redoubt
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, is_alpine_state, add_dynamic_modifier, add_building_construction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_alpine_redoubt
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = SWI_pre_empt_anschluss
	}
	relative_position_id = SWI_pre_empt_anschluss
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.6
		fascism = < 0.15
		SWI_is_fully_centralized = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_owned_state = {
			limit = {
				is_alpine_state = yes
			}
			add_dynamic_modifier = {
				modifier = SWI_alpine_redoubt_dynamic_modifier
				scope = SWI
			}
			add_building_construction = {
				type = bunker
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: ARG_argentine_metropole_idea
Constructs: research_speed_factor, stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/argentina.txt

Code:
ARG_argentine_metropole_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_argentine_metropole
	modifier = {
		stability_factor = 0.1
		conscription_factor = 0.05
		research_speed_factor = 0.1
	}
}
### Entity: Idea
Component: r56_CAN_canadian_interventionism_idea
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_canadian_interventionism_idea = {
	name = r56_CAN_canadian_interventionism_idea
	allowed = {
		always = no
	}
	picture = generic_victors_of_ww1
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteer_size = 4
	}
	rule = {
		can_send_volunteers = yes
	}
}
### Entity: Idea
Component: JAP_pacific_customs_union_member_upgraded
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_pacific_customs_union_member_upgraded = {
	name = JAP_pacific_customs_union_member
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = HUN_treaty_of_triannon
	modifier = {
		consumer_goods_factor = -0.15
		min_export = 0.05
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_deep_mining_complexes
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip, add_tech_bonus
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_deep_mining_complexes
	icon = GFX_focus_generic_land_reclamation
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_defense_above_all
	}
	relative_position_id = SWE_defense_above_all
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_tooltip = deeper_swedish_mines
		add_tech_bonus = {
			name = SWE_deep_mining_complexes
			bonus = 0.75
			uses = 2
			category = excavation_tech
		} {
			name = SWE_deep_mining_complexes
			ahead_reduction = 1
			uses = 1
			category = industry
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Com_Generals
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_country_leader, is_unit_leader, gain_xp
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Com_Generals
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = TAN_case_of_the_nine TAN_gather_the_party_opposition
	}
	x = -2
	y = 1
	relative_position_id = TAN_case_of_the_nine
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = political_commissars_focus
		if = {
			limit = {
				has_country_leader = {
					character = TAN_salchak_toka
					ruling_only = yes
				}
				TAN_salchak_toka = {
					is_unit_leader = yes
				}
			}
			TAN_salchak_toka = {
				gain_xp = 500
				custom_effect_tooltip = generic_skip_one_line_tt
				add_unit_leader_trait = organizer
			}
		} {
			limit = {
				NOT = {
					has_country_leader_with_trait = army_connections
				}
			}
			add_country_leader_trait = army_connections
		}
		hidden_effect = {
			kill_ideology_leader = democratic
		}
	}
}
### Entity: Country History
Country: MON
Component: MON_army
Source: game
File: history/countries/MON - Mongolia.txt

Code:
# OOB & Army Setup for MON
oob = MON_1936
### Entity: Scripted Effect
Component: indonesia_form_republic_effect
Constructs: limit, set_country_flag, is_unit_leader, add_corps_commander_role, set_popularities, set_party_name, set_politics, add_country_leader_role
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_form_republic_effect = {
	set_country_flag = INS_republic_founded
	hidden_effect = {
		if = {
			limit = {
				INS_sudirman = {
					is_unit_leader = no
				}
			}
			INS_sudirman = {
				add_corps_commander_role = {
					traits = {
						INS_loyalty_to_indonesia career_officer politically_connected trait_SOV_determined
					}
					skill = 2
					attack_skill = 2
					defense_skill = 2
					planning_skill = 1
					logistics_skill = 2
				}
			}
		}
		INS_soengkono = {
			add_corps_commander_role = {
				traits = {
					INS_loyalty_to_indonesia
				}
				skill = 1
				attack_skill = 1
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 1
			}
		}
		INS_djatikoesoemo = {
			add_corps_commander_role = {
				traits = {
					INS_loyalty_to_indonesia
				}
				skill = 1
				attack_skill = 1
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 1
			}
		}
	} {
		set_popularities = {
			democratic = 26
			neutrality = 57
			fascism = 0
			communism = 17
		}
		set_party_name = {
			ideology = democratic
			long_name = INS_republic_socialist_party_long
			name = INS_republic_socialist_party
		} {
			ideology = fascism
			long_name = INS_peta_party_long
			name = INS_peta_party
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		INS_sutan_sjahrir = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = socialism
					expire = 1965.1.1.1
					traits = {
						idealist_revolutionary
					}
				}
			}
		}
	}
	set_party_name = {
		ideology = neutrality
		long_name = INS_republic_national_party_long
		name = INS_republic_national_party
	}
	INS_sukarno = {
		add_country_leader_role = {
			promote_leader = yes
			country_leader = {
				ideology = oligarchism
				expire = 1965.1.1.1
				traits = {
					INS_leader_of_the_people
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: every_state_division
Constructs: limit, every_state_division, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_state_division

* Supported Scopes: STATE
* Supported Targets: CAPITAL

```
Executes children effects on every Division currently in the state in scope (or \"random_select_amount\" of random divisions if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching division with display_individual_scopes.
ex:
SOV = {
	every_state_division = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		display_individual_scopes = yes # Optional - default = no
		... division scope effects ...
	}
}
```
### Entity: Event
Component: GOE_RAJ.40
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.40
	is_triggered_only = yes
	title = GOE_RAJ.40.t
	desc = GOE_RAJ.40.desc
	picture = GFX_report_event_generic_destroyed_vehicles
	option = {
		name = GOE_RAJ.40.a
	}
}
### Entity: Unit Template
Component: SIA_INF_01
Source: game
File: common/units/names_divisions/SIA_names_divisions.txt

Code:
SIA_INF_01 = {
	name = Royal Thai Divisions
	for_countries = {
		SIA
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Royal Thai Division
	ordered = {
		1 = {
			%dst Royal Thai Division
		}
		2 = {
			%dnd Royal Thai Division
		}
		3 = {
			%drd Royal Thai Division
		}
		4 = {
			Ubon Division
		}
		6 = {
			Surin Division
		}
		7 = {
			Phayap Division
		}
		8 = {
			Lopburi Division
		}
		9 = {
			Vadhana Division
		}
		10 = {
			Phra Nakhon Division
		}
		11 = {
			%dth Royal Thai Division
		}
		12 = {
			%dth Royal Thai Division
		}
		13 = {
			%dth Royal Thai Division
		}
		14 = {
			%dth Royal Thai Division
		}
		15 = {
			%dth Royal Thai Division
		}
		16 = {
			%dth Royal Thai Division
		}
		17 = {
			%dth Royal Thai Division
		}
		18 = {
			%dth Royal Thai Division
		}
		19 = {
			%dth Royal Thai Division
		}
		20 = {
			%dth Royal Thai Division
		}
		21 = {
			%dst Royal Thai Division
		}
		22 = {
			%dnd Royal Thai Division
		}
		23 = {
			%drd Royal Thai Division
		}
		24 = {
			%dth Royal Thai Division
		}
		25 = {
			%dth Royal Thai Division
		}
		26 = {
			%dth Royal Thai Division
		}
		27 = {
			%dth Royal Thai Division
		}
		28 = {
			%dth Royal Thai Division
		}
		29 = {
			%dth Royal Thai Division
		}
		30 = {
			%dth Royal Thai Division
		}
		31 = {
			%dst Royal Thai Division
		}
		32 = {
			%dnd Royal Thai Division
		}
		33 = {
			%drd Royal Thai Division
		}
		34 = {
			%dth Royal Thai Division
		}
		35 = {
			%dth Royal Thai Division
		}
		36 = {
			%dth Royal Thai Division
		}
		37 = {
			%dth Royal Thai Division
		}
		38 = {
			%dth Royal Thai Division
		}
		39 = {
			%dth Royal Thai Division
		}
		40 = {
			%dth Royal Thai Division
		}
		41 = {
			%dst Royal Thai Division
		}
		42 = {
			%dnd Royal Thai Division
		}
		43 = {
			%drd Royal Thai Division
		}
		44 = {
			%dth Royal Thai Division
		}
		45 = {
			%dth Royal Thai Division
		}
		46 = {
			%dth Royal Thai Division
		}
		47 = {
			%dth Royal Thai Division
		}
		48 = {
			%dth Royal Thai Division
		}
		49 = {
			%dth Royal Thai Division
		}
		50 = {
			%dth Royal Thai Division
		}
		51 = {
			%dst Royal Thai Division
		}
		52 = {
			%dnd Royal Thai Division
		}
		53 = {
			%drd Royal Thai Division
		}
	}
}
### Entity: Scripted Effect
Component: SWI_angry_country_cleanup
Constructs: limit, has_country_flag, every_other_country, clr_country_flag, has_variable, clear_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_angry_country_cleanup = {
	every_other_country = {
		limit = {
			has_country_flag = SWI_already_asked_for_guarantees
		}
		clr_country_flag = SWI_already_asked_for_guarantees
	}
	if = {
		limit = {
			has_country_flag = SWI_has_done_backchannel_negotiations_once
		}
		clr_country_flag = SWI_has_done_backchannel_negotiations_once
	} {
		limit = {
			has_country_flag = SWI_in_breach_of_neutrality
		}
		clr_country_flag = SWI_in_breach_of_neutrality
	} {
		limit = {
			has_variable = SWI_angriest_country
		}
		clear_variable = SWI_angriest_country
	}
	clr_country_flag = SWI_country_angry_warning_triggered
}