Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_DD_12/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
}
### Entity: Idea
Component: arg_air_heroes
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_air_heroes = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = air_war_plans_division_focus
	modifier = {
		air_ace_generation_chance_factor = 0.1
	}
}
### Entity: Idea
Component: ETH_henschel
Constructs: has_completed_focus, limit, has_war_with, has_idea, has_opinion, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_henschel = {
	picture = henschel
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_henschel
				}
			}
			GER = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = GER
			}
		}
	}
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: AST_nuffield_mechanizations_and_aero_organization_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_nuffield_mechanizations_and_aero_organization_idea = {
	name = AST_nuffield_mechanizations_and_aero_organization
	picture = AST_nuffield_mechanizations_and_aero
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Character
Component: GER_hanns_kerrl
Constructs: has_completed_focus, has_government, has_country_flag
Source: game
File: common/characters/GER.txt

Code:
GER_hanns_kerrl = {
	name = GER_hanns_kerrl
	portraits = {
		army = {
			small = GFX_portrait_GER_hanns_kerrl_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_hanns_kerrl
		allowed = {
			original_tag = GER
		}
		visible = {
			OR = {
				has_government = fascism
				has_country_flag = GER_reinstated_nazi_leadership
			}
		}
		available = {
			OR = {
				has_country_flag = GER_reinstated_nazi_leadership
				has_government = fascism
			}
			NOT = {
				has_completed_focus = GER_hegemony_of_the_ss
			}
		}
		traits = {
			GER_reich_minister_of_church_affairs
		}
	}
}
### Entity: Character
Component: HON_gustavo_schmidt
Source: game
File: common/characters/HON.txt

Code:
HON_gustavo_schmidt = {
	advisor = {
		slot = high_command
		idea_token = HON_gustavo_schmidt
		ledger = air
		allowed = {
			original_tag = HON
		}
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Gustavo Schmidt
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Look_towards_the_West
Constructs: prerequisite, limit, random_country, has_government, has_war_with, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Look_towards_the_West
	icon = GFX_allies
	cost = 5
	available = {
		is_subject = no
		is_in_faction = no
		any_country = {
			has_government = democratic
			is_faction_leader = yes
			NOT = {
				has_war_with = DEN
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Rail_Investments DEN_Steel_Investments
	}
	mutually_exclusive = {
		focus = DEN_Scandinavian_Connections DEN_Armed_Neutrality
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = DEN
					}
				}
			}
			ENG = {
				country_event = generic.2
				DEN = {
					set_variable = {
						fighter_target = PREV
					}
				}
			}
		}
		else = {
			random_country = {
				limit = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = DEN
					}
				}
				country_event = generic.2
				DEN = {
					set_variable = {
						fighter_target = PREV
					}
				}
			}
		}
	}
	x = 2
	y = 3
	relative_position_id = DEN_Crackdown_on_Political_Violence
}
### Entity: Character
Component: EQG_communist_guy
Constructs: has_government
Source: game
File: common/characters/EQG.txt

Code:
EQG_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = EQG_communist_guy
		allowed = {
			original_tag = EQG
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Character
Component: YUG_dusan_simovic
Source: game
File: common/characters/YUG.txt

Code:
YUG_dusan_simovic = {
	advisor = {
		slot = air_chief
		idea_token = YUG_dusan_simovic
		allowed = {
			original_tag = YUG
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = YUG_dusan_simovic
	portraits = {
		army = {
			small = GFX_idea_YUG_dusan_simovic
		}
	}
}
### Entity: Character
Component: CAT_lluis_companys
Source: game
File: common/characters/CAT.txt

Code:
CAT_lluis_companys = {
	name = CAT_lluis_companys
	portraits = {
		civilian = {
			large = GFX_portrait_CAT_lluis_companys
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {

		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: FLA_Dr_August_Borms
Constructs: has_completed_focus, has_government
Source: game
File: common/ideas/flanders.txt

Code:
FLA_Dr_August_Borms = {
	allowed = {
		original_tag = FLA
	}
	available = {
		OR = {
			has_government = fascism
			has_completed_focus = nationalism_focus
		}
	}
	traits = {
		silent_workhorse
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			OR = {
				has_completed_focus = nationalism_focus
				date = > 1939.1.1
			}
		}
	}
}
### Entity: Achievement
Component: monarchy_is_back_in_fashion
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader
Source: game
File: common/achievements.txt

Code:
monarchy_is_back_in_fashion = {
	id = 68
	possible = {
		tag = GER
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_leader = {
			character = GER_wilhelm_ii
		}
		ITA = {
			has_country_leader = {
				character = ITA_vittorio_emanuele_iii
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: helplog
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
helplog
|
Print out all console commands to game.log file.
|

|
### Entity: Event
Component: wtt_news.70
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.70
	title = wtt_news.70.t
	desc = wtt_news.70.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.70.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.70.b
		trigger = {
			NOT = {
				original_tag = GER
			} {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Character
Component: royalist_bulldog
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
royalist_bulldog = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	neutrality_drift = 0.1
	weekly_bombing_war_support = 0.001
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Component: CONGO_secure_international_funding
Constructs: shared_focus, prerequisite, limit, completion_reward, is_subject_of, unlock_national_focus
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_secure_international_funding
	dynamic = yes
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = CONGO_belgian_congo
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = CONGO_belgian_congo
	x = 1
	y = 1
	cost = 5
	text_icon = CONGO_COG_focus_style
	available = {
		original_tag = COG
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = CONGO_secure_international_funding_tt
		}
		ELSE_IF = {
			limit = {
				original_tag = BEL
				COG = {
					is_subject_of = BEL
				}
			}
			effect_tooltip = {
				COG = {
					custom_effect_tooltip = CONGO_secure_international_funding_tt
				}
			}
		}
		hidden_effect = {
			BEL = {
				unlock_national_focus = CONGO_secure_international_funding
			}
		}
	}
}
### Entity: Character
Component: JAP_nobutake_kondo
Source: game
File: common/characters/JAP.txt

Code:
JAP_nobutake_kondo = {
	name = JAP_nobutake_kondo
	portraits = {
		army = {
			large = GFX_portrait_JAP_nobutake_kondo
			small = GFX_portrait_JAP_nobutake_kondo_small
		}
	}
	navy_leader = {
		traits = {
			battleship_adherent naval_lineage fly_swatter
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = 0
	}
}
### Entity: Idea
Component: CHI_neglected_countryside_fake_ns
Constructs: research_speed_factor, communism_drift
Source: game
File: common/ideas/china.txt

Code:
CHI_neglected_countryside_fake_ns = {
	picture = CHI_neglected_countryside
	allowed = {
		always = no
	}
	modifier = {
		communism_drift = 0.05
		research_speed_factor = -0.2
	}
}
### Entity: Modding Documentation
Construct: MOTORIZED_ROCKET_EQUIPMENT_####
Constructs: MOTORIZED_ROCKET_EQUIPMENT_####, build_cost_ic
Source: vanilla_docs
File: common/military_industrial_organization/organizations/_documentation.md

Doc:
#### MOTORIZED ROCKET EQUIPMENT ####
####################################
```
- `reliability`
- `defense`
- `breakthrough`
- `hardness`
- `armor_value`
- `soft_attack`
- `hard_attack`
- `ap_attack`
- `air_attack`
- `build_cost_ic (edited)`
### Entity: Order of Battle
Component: 2. Groupes de Force Publique
Constructs: division_template
Source: game
File: history/units/COG_1939.txt

Code:
division = {
	name = 2. Groupes de Force Publique
	location = 5117
	division_template = Force Publique
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
}
### Entity: Modifier Reference
Component: SOV_defend_moscow
Constructs: supply_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_defend_moscow = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_defend_moscow
	recruitable_population_factor = 0.25
	army_core_defence_factor = 0.1
	local_factories = -1
	supply_factor = 0.15
}
### Entity: Event
Component: mtg_britain.37
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.37
	title = mtg_britain.37.t
	desc = mtg_britain.37.d
	picture = GFX_report_event_eng_mosley_mussolini
	is_triggered_only = yes
	option = {
		name = excellent
		FRA = {
			country_event = {
				id = mtg_britain.39
				hours = 6
			}
		}
		effect_tooltip = {
			add_to_faction = FROM
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.24
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: POR_hold_fair_elections_idea
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_hold_fair_elections_idea = {
	name = POR_portugals_road_to_democracy
	picture = worker_cluture
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		neutrality_drift = -0.02
		weekly_casualties_war_support = 0.001
		defensive_war_stability_factor = 0.1
	}
}
### Entity: Character
Component: Autarkist
Source: game
File: common/country_leader/r56_traits.txt

Code:
Autarkist = {
	trade_laws_cost_factor = 2
	local_resources_factor = 0.05
	resistance_growth_on_our_occupied_states = 0.25
}
### Entity: Character
Component: PAN_nicolas_ardito_barletta
Source: game
File: common/characters/PAN.txt

Code:
PAN_nicolas_ardito_barletta = {
	advisor = {
		slot = political_advisor
		idea_token = PAN_nicolas_ardito_barletta
		allowed = {
			original_tag = pan
		}
		traits = {
			compassionate_gentleman
		}
	}
	name = Nicolas Ardito Barletta
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_national_unity_government
Constructs: create_country_leader, prerequisite, add_ideas, has_government, has_country_flag, completion_reward, allow_branch, is_subject
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_national_unity_government
	icon = GFX_goal_CZE_install_national_unity_government
	prerequisite = {
		focus = CZE_state_defense_law CZE_democratic_reforms
	}
	allow_branch = {
		NOT = {
			has_country_flag = yalta_unlock_focuses
		}
	}
	available = {
		GER = {
			has_country_flag = sudetenland_acquired
		}
	}
	ai_will_do = {
		factor = 1
	}
	x = 31
	y = 3
	cost = 1
	bypass = {
		OR = {
			has_government = fascism
			is_subject = yes
		}
	}
	completion_reward = {
		country_event = {
			id = CZE.409
			days = 1
		}
		custom_effect_tooltip = report_reward
		effect_tooltip = {
			set_party_name = {
				ideology = democratic
				long_name = CZE_national_unity_party
				name = CZE_national_unity_party
			}
			create_country_leader = {
				name = Rudolf Beran
				desc =  
				picture = gfx/leaders/r56_generic/r56_portrait_BEL_generic_land_1.dds
				expire = 1965.1.1
				ideology = conservatism
				traits = {
					leader_of_the_agrarian_union
				}
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = no
			}
			add_popularity = {
				ideology = democratic
				popularity = -0.2
			}
			add_ideas = CZE_national_unity_government_idea
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_reform_agricultural_economy
Constructs: prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_reform_agricultural_economy
	icon = GFX_goal_generic_farm_tractor
	prerequisite = {
		focus = GRE_create_a_new_economic_plan
	}
	relative_position_id = GRE_create_a_new_economic_plan
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_renewed_economic_plan
			add_idea = GRE_reformed_agrarian_economy
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
		} {
			add_extra_state_shared_building_slots = 1
		}
		IF = {
			limit = {
				has_idea = GRE_civil_war_exhaustion
			}
			modify_timed_idea = {
				idea = GRE_civil_war_exhaustion
				days = -70
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: ETH_mulugeta_yeggazu_of_illubabor
Constructs: has_government, has_country_leader
Source: game
File: common/characters/ETH.txt

Code:
ETH_mulugeta_yeggazu_of_illubabor = {
	name = ETH_mulugeta_yeggazu_of_illubabor
	allowed_civil_war = {
		has_government = neutrality
	}
	portraits = {
		army = {
			large = GFX_portrait_ETH_mulugeta_yeggazu_of_illubabor
			small = GFX_portrait_ETH_mulugeta_yeggazu_of_illubabor_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected infantry_leader
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = army_chief
		ledger = army
		idea_token = ETH_mulugeta_yeggazu_of_illubabor
		traits = {
			army_chief_morale_2
		}
		available = {
			has_country_leader = {
				ruling_only = yes
				character = ETH_haile_selassie
			}
		}
		cost = 50
		on_add = {
			owner = {
				ETH_BOP_decentralization_large_effect = yes
			}
		}
		on_remove = {
			owner = {
				ETH_BOP_centralization_large_effect = yes
			}
		}
	}
}
### Entity: Unit Leader
Component: expert_delegator
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
expert_delegator = {
	type = field_marshal
	gain_xp = {
		always = no
	}
	cost = 1000
	field_marshal_modifier = {
		max_army_group_size = 2
	}
	slot = army_chief
	specialist_advisor_trait = army_chief_drill_1
	expert_advisor_trait = army_chief_drill_2
	genius_advisor_trait = army_chief_drill_3
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_trait
	any_parent = {
		skilled_staffer
	}
	gui_row = 15
}
### Entity: Idea
Component: bra_consegnac_idea_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_consegnac_idea_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		army_leader_start_planning_level = 1
		max_planning = 0.1
		military_leader_cost_factor = -0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AHeaderTemplate.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
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### Entity: Idea
Component: SWE_gateway_to_peace
Constructs: has_war_with
Source: game
File: common/ideas/sweden.txt

Code:
SWE_gateway_to_peace = {
	allowed_civil_war = {
		always = yes
	}
	picture = SWE_the_gateway_to_peace
	cancel = {
		OR = {
			has_war_with = FIN SWE
			NOT = {
				has_war_with = SOV
			}
		}
	}
}
### Entity: Character
Component: HUN_henrik_werth
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_henrik_werth = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_henrik_werth
		portraits = {
			army = {
				small = GFX_idea_HUN_henrik_werth
			}
		}
		advisor = {
			slot = high_command
			idea_token = HUN_henrik_werth
			ledger = army
			allowed = {
				original_tag = HUN
			}
			traits = {
				army_cavalry_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_henrik_werth
		portraits = {
			army = {
				large = GFX_portrait_HUN_henrik_werth
				small = GFX_portrait_HUN_henrik_werth_small
			}
		}
		field_marshal = {
			traits = {
				trait_HUN_fascist_sympathies
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
			visible = {
				OR = {
					has_completed_focus = wuw_HUN_integrate_the_volksbund wuw_HUN_invite_german_investors wuw_HUN_volksbund_der_deutschen_in_ungarn
				}
			}
		}
		advisor = {
			slot = high_command
			idea_token = HUN_henrik_werth
			ledger = army
			allowed = {
				original_tag = HUN
			}
			available = {
				has_completed_focus = wuw_HUN_doctrinal_studies
			}
			traits = {
				army_entrenchment_2
			}
			cost = 100
			ai_will_do = {
				base = 1
			}
		}
	}
}
### Entity: Character
Component: ENG_jack_churchill
Source: game
File: common/characters/ENG.txt

Code:
ENG_jack_churchill = {
	name = ENG_jack_churchill
	portraits = {
		army = {
			large = GFX_portrait_RAJ_jack_churchill
			small = GFX_portrait_ENG_jack_churchill_small
		}
	}
	corps_commander = {
		traits = {
			inspirational_bagpiper
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: Character
Component: GXC_he_yingen
Source: game
File: common/characters/GXC.txt

Code:
GXC_he_yingen = {
	name = He Yingen
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
	advisor = {
		slot = high_command
		idea_token = GXC_he_yingen
		ledger = army
		allowed = {
			original_tag = GXC
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: SHL_ent
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_ent = {
	picture = generic_army_europe_2
	allowed = {
		original_tag = SHL
	}
	traits = {
		army_entrenchment_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: RAJ_GOE_communism_infiltration_cat
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, add_ideas, political_power_gain, has_government, has_country_flag, add_stability
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
RAJ_GOE_communism_infiltration_cat = {
	RAJ_communist_unions_promised_worker_safety_mission = {
		icon = generic_civil_support
		allowed = {
			is_raj_or_raj_inheritor = yes
		}
		activation = {
			always = no
		}
		available = {
			always = yes
		}
		priority = 100
		visible = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
		is_good = no
		fire_only_once = yes
		days_mission_timeout = 180
		selectable_mission = yes
		complete_effect = {
			add_ideas = idea_RAJ_increased_worker_safety
			remove_mission = RAJ_communist_unions_promised_worker_safety_mission
			set_country_flag = RAJ_hide_communist_infiltration
		}
		timeout_effect = {
			add_stability = -0.2
			add_popularity = {
				ideology = communism
				popularity = -0.2
			}
			start_civil_war = {
				ideology = neutrality
				ruling_party = communism
				size = 0.1
				army_ratio = 0.1
				navy_ratio = 0
				air_ratio = 0
				keep_all_characters = yes
				keep_political_leader = yes
				keep_political_party_members = no
			}
			set_country_flag = RAJ_hide_communist_infiltration
		}
	}
	RAJ_communist_unions_promised_minimum_wage_mission = {
		icon = generic_civil_support
		allowed = {
			is_raj_or_raj_inheritor = yes
		}
		activation = {
			always = no
		}
		available = {
			always = yes
		}
		priority = 100
		visible = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
		is_good = no
		fire_only_once = yes
		days_mission_timeout = 180
		selectable_mission = yes
		complete_effect = {
			add_ideas = idea_RAJ_guaranteed_minimum_wage
			remove_mission = RAJ_communist_unions_promised_minimum_wage_mission
			set_country_flag = RAJ_hide_communist_infiltration
		}
		timeout_effect = {
			set_country_flag = RAJ_hide_communist_infiltration
			add_stability = -0.2
			add_popularity = {
				ideology = communism
				popularity = -0.2
			}
			start_civil_war = {
				ideology = neutrality
				ruling_party = communism
				size = 0.1
				army_ratio = 0.1
				navy_ratio = 0
				air_ratio = 0
				keep_all_characters = yes
				keep_political_leader = yes
				keep_political_party_members = no
			}
		}
	}
	RAJ_GOE_undermine_gandhis_movement = {
		icon = GFX_decision_generic_brainwash
		allowed = {
			is_raj_or_raj_inheritor = yes
		}
		available = {
			has_completed_focus = RAJ_red_in_the_shadows
			communism = > 0.1
			has_country_flag = has_infiltrated_congress
		}
		priority = 29
		visible = {
			has_com
# ... (truncated)