Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: south_american_events.12
Constructs: ai_chance, has_government, add_war_support, add_stability, fire_only_once, is_subject, has_dlc, set_politics
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.12
	title = south_american_events.12.t
	desc = south_american_events.12.d
	picture = GFX_report_event_BOL_bolivian_socialist_revolution
	trigger = {
		tag = BOL
		has_government = democratic
		date = > 1936.5.14
		is_subject = no
		has_dlc = Trial of Allegiance
	}
	mean_time_to_happen = {
		days = 1
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = south_american_events.12.a
		ai_chance = {
			base = 100
		}
		add_war_support = -0.15
		add_stability = -0.1
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.3
		} {
			ideology = communism
			popularity = 0.15
		}
		BOL_german_busch_beccera = {
			promote_leader = yes
		}
		add_manpower = 500
		news_event = {
			id = south_american_news.11
			days = 3
			random_days = 6
		}
	} {
		name = south_american_events.12.b
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_historical_focus_on = no
			}
		}
		add_war_support = -0.2
		add_stability = -0.3
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		custom_effect_tooltip = german_busch_and_gualberto_imprisoned
		hidden_effect = {
			retire_character = BOL_gualberto_villarroel_lopez BOL_german_busch_beccera
		}
		add_manpower = -500
		swap_ideas = {
			remove_idea = BOL_toll_of_the_chaco_war
			add_idea = BOL_toll_of_the_chaco_war_2
		}
		news_event = {
			id = south_american_news.12
			days = 3
			random_days = 6
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_reject_cosmopolitanism
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_reject_cosmopolitanism
	icon = GFX_focus_BRA_reject_cosmopolitanism
	prerequisite = {
		focus = BRA_anaue
	}
	x = 2
	y = 1
	relative_position_id = BRA_anaue
	cost = 10
	ai_will_do = {
		factor = 9
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = BRA_modify_estado_moderno_ns_intro
		add_to_variable = {
			BRA_estado_moderno_stability_factor = -0.05
			tooltip = stability_factor_tt
		} {
			BRA_estado_moderno_war_support_factor = 0.1
			tooltip = war_support_factor_tt
		} {
			BRA_estado_moderno_recruitable_population_factor = 0.03
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: Event
Component: est.18
Constructs: is_triggered_only, ai_chance, set_politics, set_country_flag, complete_national_focus, is_historical_focus_on, add_popularity
Source: game
File: events/Estonia.txt

Code:
country_event = {
	id = est.18
	title = est.18.t
	desc = est.18.d
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = est.18.a
		ai_chance = {
			base = 0.5
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		hidden_effect = {
			set_country_flag = EST_jaan_flag
			complete_national_focus = EST_jaan_tonison
		}
	} {
		name = est.18.b
		ai_chance = {
			base = 0.5
			modifier = {
				add = 1
				is_historical_focus_on = yes
			}
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = EST_mae_flag
			complete_national_focus = EST_constitutional_referendumm
			add_popularity = {
				ideology = fascism
				popularity = 0.25
			}
		}
	} {
		name = est.18.c
		ai_chance = {
			base = 0.5
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = EST_sare_flag
			complete_national_focus = EST_communist_victory
		}
	}
}
### Entity: State History
Component: 931
Constructs: add_core_of
Source: game
File: history/states/931-Cumbria.txt

Code:
state = {
	id = 931
	name = STATE_931
	manpower = 745101
	state_category = town
	resources = {
		steel = 20
		aluminium = 5
	}
	history = {
		owner = ENG
		add_core_of = ENG
		victory_points = {
			11332 3
		}
		buildings = {
			infrastructure = 3
		}
	}
	provinces = {
		219 6399 9285 11332
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PRC_1939_TSR.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 5
	}
	location = 1034
	division_template = Renmin Jundui
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Scripted Effect
Component: JAP_naval_faction_goes_up_from_tier_1_to_tier_2
Constructs: has_completed_focus, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_naval_faction_goes_up_from_tier_1_to_tier_2 = {
	IF = {
		limit = {
			NOT = {
				has_completed_focus = JAP_end_the_interservice_rivalry
			}
		}
		if = {
			limit = {
				has_idea = JAP_naval_faction_tier_1_equal_army
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_1_equal_army
				add_idea = JAP_naval_faction_tier_2_greater_1
			} {
				remove_idea = JAP_army_faction_tier_1_equal_navy
				add_idea = JAP_army_faction_tier_1_lesser_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		}
		else_if = {
			limit = {
				has_idea = JAP_naval_faction_tier_1_lesser_1
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_1_lesser_1
				add_idea = JAP_naval_faction_tier_2_equal_army
			} {
				remove_idea = JAP_army_faction_tier_2_greater_1
				add_idea = JAP_army_faction_tier_2_equal_navy
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_naval_faction_tier_1_lesser_2
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_1_lesser_2
				add_idea = JAP_naval_faction_tier_2_lesser_1
			} {
				remove_idea = JAP_army_faction_tier_3_greater_2
				add_idea = JAP_army_faction_tier_3_greater_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_naval_faction_tier_1_lesser_3
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_1_lesser_3
				add_idea = JAP_naval_faction_tier_1_lesser_2
			} {
				remove_idea = JAP_army_faction_tier_4_greater_3
				add_idea = JAP_army_faction_tier_3_greater_2
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		}
	}
	ELSE = {
		swap_ideas = {
			remove_idea = JAP_naval_faction_tier_1
			add_idea = JAP_naval_faction_tier_2
		}
	}
}
### Entity: Event
Component: mongol_democratic.10
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, add_political_power, is_historical_focus_on, has_opinion, add_ai_strategy
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.10
	title = mongol_democratic.10.t
	desc = mongol_democratic.10.d
	picture = GFX_report_event_japanese_chinese_surrender
	is_triggered_only = yes
	option = {
		name = mongol_democratic.10.a
		ai_chance = {
			base = 100
			modifier = {
				is_historical_focus_on = yes
				factor = 0.1
			} {
				FROM = {
					has_completed_focus = MON_faciliate_cooperation_with_china
				}
				factor = 5
			} {
				OR = {
					AND = {
						has_government = democratic
						FROM = {
							has_government = democratic
						}
					} {
						has_government = neutrality
						FROM = {
							has_government = neutrality
						}
					}
				}
				factor = 3
			} {
				has_opinion = {
					target = FROM
					value = > 50
				}
				factor = 5
			}
		}
		add_political_power = 50
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		add_ai_strategy = {
			type = support
			id = FROM
			value = 50
		}
		FROM = {
			country_event = {
				id = mongol_democratic.11
				days = 2
			}
		}
	} {
		name = mongol_democratic.10.b
		ai_chance = {
			base = 80
		}
		FROM = {
			country_event = {
				id = mongol_democratic.12
				days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_submarine_warfare
Constructs: prerequisite, has_war_with, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_submarine_warfare
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = SAF_expand_the_simons_town_base
	}
	x = 1
	y = 3
	relative_position_id = SAF_seaward_defence_force
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			has_war_with = ENG
			factor = 3
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAF_submarine_warfare
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: Character
Component: PRC_ma_jin
Source: game
File: common/characters/PRC.txt

Code:
PRC_ma_jin = {
	name = PRC_ma_jin
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
	advisor = {
		slot = army_chief
		idea_token = PRC_ma_jin
		allowed = {
			original_tag = PRC
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_VOLUNTEERS_update_strategy
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_volunteer_effects.txt

Code:
EAI_VOLUNTEERS_update_strategy = {
	if = {
		limit = {
			EAI_VOLUNTEERS_enable = yes
		}
		resize_temp_array = {
			volunteer_priorities = 1
		}
		for_each_loop = {
			array = volunteer_priorities
			index = volunteer_prio
			break = selected_volunteer_target
			if = {
				limit = {
					check_variable = {
						volunteer_prio = 0
					}
				}
				EAI_VOLUNTEERS_volunteer_target_selector = yes
			}
		}
	}
	else = {
		EAI_VOLUNTEERS_cancel_all_targets = yes
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_volunteer_logging
					check_variable = {
						log_ended_volunteers = 1
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | VOLUNTEERS: reason: volunteers disabled
		}
		set_temp_variable = {
			log_ended_volunteers = 0
		}
	}
	EAI_EXPEDITIONARY_update_strategy = yes
}
### Entity: Decision
Component: HUN_hungarian_minorities_recruitment_decision_category
Constructs: fire_only_once, is_in_faction_with, complete_effect, add_state_modifier, remove_effect, add_manpower
Source: game
File: common/decisions/HUN_old.txt

Code:
HUN_hungarian_minorities_recruitment_decision_category = {
	HUN_recruit_magyars_in_southern_slovakia = {
		icon = eng_blackshirt_march
		allowed = {
			original_tag = HUN
		}
		available = {
			664 = {
				OWNER = {
					is_in_faction_with = ROOT
					controls_state = 664
				}
			}
		}
		days_remove = 90
		highlight_states = {
			highlight_state_targets = {
				state = 664
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			always = yes
		}
		complete_effect = {
			664 = {
				add_state_modifier = {
					modifier = {
						local_manpower = -0.07
					}
				}
			}
		}
		remove_effect = {
			add_manpower = 25000
		}
	}
	HUN_recruit_magyars_in_northern_transylvania = {
		icon = eng_blackshirt_march
		allowed = {
			original_tag = HUN
		}
		available = {
			76 = {
				OWNER = {
					is_in_faction_with = ROOT
					controls_state = 76
				}
			}
		}
		days_remove = 90
		highlight_states = {
			highlight_state_targets = {
				state = 76
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			always = yes
		}
		complete_effect = {
			76 = {
				add_state_modifier = {
					modifier = {
						local_manpower = -0.07
					}
				}
			}
		}
		remove_effect = {
			add_manpower = 80000
		}
	}
	HUN_recruit_magyars_in_southern_transylvania = {
		icon = eng_blackshirt_march
		allowed = {
			original_tag = HUN
		}
		days_remove = 90
		highlight_states = {
			highlight_state_targets = {
				state = 84
			}
		}
		available = {
			84 = {
				OWNER = {
					is_in_faction_with = ROOT
					controls_state = 84
				}
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			always = yes
		}
		complete_effect = {
			84 = {
				add_state_modifier = {
					modifier = {
						local_manpower = -0.07
					}
				}
			}
		}
		remove_effect = {
			add_manpower = 30000
		}
	}
	HUN_recruit_magyars_in_vojvodina = {
		icon = eng_blackshirt_march
		allowed = {
			original_tag = HUN
		}
		available = {
			45 = {
				OWNER = {
					is_in_faction_with = ROOT
					controls_state = 45
				}
			}
		}
		days_remove = 90
		highlight_states = {
			highlight_state_targets = {
				state = 45
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			always = yes
		}
		complete_effect = {
			45 = {
				add_state_modifier = {
					modifier = {
						local_manpower = -0.07
					}
				}
			}
		}
		remove_effect = {
			add_manpower = 10000
		}
	}
	HUN_recruit_magyars_in_carpathian_ruthenia = {
	
# ... (truncated)
### Entity: Event
Component: DOD_yugoslavia.33
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_country_flag, add_stability, is_historical_focus_on, set_country_flag
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.33
	title = DOD_yugoslavia.31.t
	desc = DOD_yugoslavia.33.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.33.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		IF = {
			limit = {
				has_country_flag = YUG_stands_up_to_german_pressure_once_flag
			}
			set_country_flag = YUG_stands_up_to_german_pressure_twice_flag
			clr_country_flag = YUG_stands_up_to_german_pressure_once_flag
		}
		ELSE_IF = {
			limit = {
				has_country_flag = YUG_wavered_to_german_pressure_once_flag
			}
			set_country_flag = YUG_wavered_to_german_pressure_once_and_stood_up_once_flag
		}
	} {
		name = DOD_yugoslavia.33.b
		ai_chance = {
			base = 50
		}
		add_stability = -0.03
		IF = {
			limit = {
				has_idea = anti_german_military
			}
			remove_ideas = anti_german_military
		} {
			limit = {
				has_country_flag = YUG_wavered_to_german_pressure_once_flag
			}
			set_country_flag = YUG_wavered_to_german_pressure_twice_flag
			clr_country_flag = YUG_wavered_to_german_pressure_once_flag
		}
		add_popularity = {
			ideology = FROM
			popularity = 0.05
		}
		ELSE_IF = {
			limit = {
				has_country_flag = YUG_stands_up_to_german_pressure_once_flag
			}
			set_country_flag = YUG_wavered_to_german_pressure_once_and_stood_up_once_flag
		}
	}
}
### Entity: Idea
Component: collective_austerity_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
collective_austerity_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_morges_economic_union
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with, add_offsite_building
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_morges_economic_union
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = POL_morges_pact
	}
	relative_position_id = POL_morges_pact
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_in_faction_with = FRA
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		add_ideas = {
			POL_morges_economic_union
		}
	}
}
### Entity: Idea
Component: GER_national_revitalization4
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_national_revitalization4 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = ger_rebuild_the_nation
	modifier = {
		industry_repair_factor = 0.2
		training_time_factor = -0.1
		conscription = 0.005
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: Unit Template
Component: SOV_DE_IMPERIAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_DE_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_DE
	for_countries = {
		SOV
	}
	can_use = {
		OR = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = 
	fallback_name = Storozhevoy Korabl %s
	unique = {
		Kopchik Pingvin Strizh Chibis Vodorez Lun Chirok Dozorny Razvedchik Sputnik Barsuk Kunitsa Gornostay Laska Khoryok Vydra Ametist Opyt Pishchal Sekira Burun Tucha Burya Groza Dozhd Vikhr Tral Grad Sneg Sivuch Bobr Koreets Mandzhur Kubanets Terets Uralets Zaporozhets Chernomorets Donets Grozyashchy Gremyashchy Otvazhny Khrabry Gilyak Khivinets Kars Ardagan Buryat Mongol Orochanin Vogul Votyak Zyryanin Kalmyk Kirgiz Korel Sibiryak Tayfun Shtorm Vyuga Shkval Kinzhal Palash Pika Pistolet Pulya Rapira Sablya Shashka Zarnitsa Velikiy Knyaz Aleksandr Mikhaylovich Yakut Princhipessa Mariya Gorislava Yedineniye Kolguyev Lyudmila Mlada Poryv Rassvet Rogday Yaroslavna Grif Izhora Viola Eros Kolkhida Dneprovets Voskhod Iney Kupava Orlik Snezhinka Sokolitsa Ruslan
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_rally_behind_mosaddegh
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, add_to_variable, set_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_rally_behind_mosaddegh
	icon = GFX_focus_PER_rally_behind_mosaddegh
	prerequisite = {
		focus = PER_stage_mass_protests PER_propagate_political_literature
	}
	x = 1
	y = 1
	relative_position_id = PER_stage_mass_protests
	mutually_exclusive = {
		focus = PER_united_progressive_parties PER_iranian_culture
	}
	cost = 5
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PER_united_progressive_parties PER_iranian_culture PER_the_pahlavi_imperium
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_modify_opposition_tt
		add_to_variable = {
			var = PER_opposition_democratic_drift
			value = 0.03
			tooltip = democratic_drift_tt
		}
		set_variable = {
			var = PER_opposition_communism_drift
			value = 0
			tooltip = communism_drift_tt
		} {
			var = PER_opposition_fascism_drift
			value = 0
			tooltip = fascism_drift_tt
		}
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Never_Again_a_Battle_of_Copenhagen
Constructs: prerequisite, add_ideas, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Never_Again_a_Battle_of_Copenhagen
	icon = GFX_focus_NOR_the_glucksburg_sea_wall
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Form_a_Cabinet
	}
	available = {
		controls_province = 6287
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	x = 2
	y = 1
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		add_ideas = den_never_a_battle_of_copenhagen
		navy_experience = 25
		37 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 6287
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 3325
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_university_reforms
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_university_reforms
	icon = GFX_focus_research
	prerequisite = {
		focus = ARG_reinforce_the_education_system
	}
	x = 0
	y = 1
	relative_position_id = ARG_reinforce_the_education_system
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_a_bright_future_ahead
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_a_bright_future_ahead
	icon = GFX_goal_generic_industrial_unionism
	prerequisite = {
		focus = QUE_toward_utopian_socialism QUE_quebecois_peoples_republic
	}
	relative_position_id = QUE_align_with_moscow
	x = -2
	y = 5
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_bright_future
		custom_effect_tooltip = QUE_cores_yippie
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: china.2
Constructs: is_triggered_only, remove_ideas
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.2
	title = china.2.t
	desc = china.2.d
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = china.2.a
		remove_ideas = german_advisors
	}
}
### Entity: Decision
Component: PAL_reforming_the_caliphate_category
Constructs: limit, fire_only_once, has_idea, is_core_of, is_controlled_by, remove_effect, every_state, add_core_of
Source: game
File: common/decisions/PAL.txt

Code:
PAL_reforming_the_caliphate_category = {
	PAL_incorporate_baghdad = {
		icon = generic_nationalism
		fire_only_once = yes
		allowed = {
			original_tag = PAL
		}
		available = {
			NOT = {
				has_idea = generic_recent_political_unification
			}
			custom_trigger_tooltip = {
				tooltip = form_country_iraq_required_states_tt
				controls_state = 676 675 291 1045 1046 1047 1048 1049
			} {
				tooltip = AFG_resistance_iraq_state
				676 = {
					compliance = > 40
					resistance = < 25
				}
				675 = {
					compliance = > 40
					resistance = < 25
				}
				291 = {
					compliance = > 40
					resistance = < 25
				}
				1045 = {
					compliance = > 40
					resistance = < 25
				}
				1046 = {
					compliance = > 40
					resistance = < 25
				}
				1047 = {
					compliance = > 40
					resistance = < 25
				}
				1048 = {
					compliance = > 40
					resistance = < 25
				}
				1049 = {
					compliance = > 40
					resistance = < 25
				}
			}
		}
		visible = {
			any_state = {
				is_core_of = IRQ
				any_neighbor_state = {
					is_controlled_by = PAL
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 676 675 291 1045 1046 1047 1048 1049
			}
		}
		cost = 75
		modifier = {
			political_power_factor = -0.25
		}
		days_remove = 90
		remove_effect = {
			every_state = {
				limit = {
					OR = {
						state = 676 675 291 1045 1046 1047 1048 1049
					}
				}
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			base = 5
		}
	}
	PAL_incorporate_the_levant = {
		icon = generic_nationalism
		fire_only_once = yes
		allowed = {
			original_tag = PAL
		}
		available = {
			NOT = {
				has_idea = generic_recent_political_unification
			}
			controls_state = 554 553 677 680
			554 = {
				compliance = > 40
				resistance = < 25
			}
			553 = {
				compliance = > 40
				resistance = < 25
			}
			677 = {
				compliance = > 40
				resistance = < 25
			}
			680 = {
				compliance = > 40
				resistance = < 25
			}
		}
		visible = {
			any_state = {
				OR = {
					state = 554 553 677 680
				}
				any_neighbor_state = {
					is_controlled_by = PAL
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 554 553 677 680
			}
		}
		cost = 75
		modifier = {
			political_power_factor = -0.25
		}
		days_remove = 150
		remove_effect = {
			add_state_core = 554 553 677 680
		}
		ai_will_do = {
			base = 5
		}
	}
	PAL_incorporate_jor
# ... (truncated)