Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chl_focus
Component: CHL_militarize_the_state
Constructs: prerequisite, limit, has_government, completion_reward, random_state, is_owned_and_controlled_by, is_core_of, is_coastal
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_militarize_the_state
	icon = GFX_goal_generic_construct_mil_factory
	relative_position_id = CHL_host_german_intelligence
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_host_german_intelligence
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				is_core_of = ROOT
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_owned_and_controlled_by = ROOT
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_raise_the_peoples
Constructs: division_template, prerequisite, has_government, completion_reward, add_to_variable, set_division_template_cap, create_unit
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_raise_the_peoples
	icon = GFX_focus_ITA_peasants_rise
	prerequisite = {
		focus = ITA_defend_the_land
	}
	x = 0
	y = 3
	relative_position_id = ITA_defend_the_land
	cost = 10
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_to_variable = {
			ITA_re_conscription_factor = 0.05
		}
		custom_effect_tooltip = ITA_raise_the_peoples_re_tt ITA_redshirts_div_cap_12_tt
		hidden_effect = {
			add_to_variable = {
				ITA_militias_cap = 12
			}
			set_division_template_cap = {
				division_template = Camicie Rosse
				division_cap = ITA_militias_cap
			}
		}
		capital_scope = {
			custom_effect_tooltip = ITA_raise_the_peoples_spawn_divs_tt
			hidden_effect = {
				create_unit = {
					division = division_template = "Camicie Rosse" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
					count = 6
				}
			}
		}
		ITA_bop_low_increase_communism_side_effect = yes
	}
}
### Entity: Country History
Country: ABK
Component: ABK_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/ABK - Abkhazia.txt

Code:
# Misc for ABK
capital = 826
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Character
Component: GRE_dimitrios_oikonomou
Constructs: has_dlc, check_variable
Source: game
File: common/characters/GRE.txt

Code:
GRE_dimitrios_oikonomou = {
	name = GRE_dimitrios_oikonomou
	portraits = {
		army = {
			large = GFX_portrait_GRE_dimitrios_oikonomou
			small = GFX_idea_gre_dimitrios_oikonomou
		}
	}
	advisor = {
		slot = high_command
		idea_token = GRE_dimitrios_oikonomou
		ledger = navy
		allowed = {
			original_tag = GRE
			has_dlc = Battle for the Bosporus
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = GRE_monarchists_friendly_or_loyal
				check_variable = {
					var = GRE_monarchist_loyalty
					value = 1.0
					compare = greater_than_or_equals
				}
			}
		}
		traits = {
			air_naval_strike_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			trait_GRE_stauch_monarchist air_controller
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_prussia_of_the_balkans_r56
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_prussia_of_the_balkans_r56
	icon = GFX_focus_ger_return_of_the_kaiser
	text = BUL_prussia_of_the_balkans
	prerequisite = {
		focus = BUL_shells_and_guns BUL_lightning_warfare
	} {
		focus = BUL_maximized_planning_effort
	}
	relative_position_id = BUL_maximized_planning_effort
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 46
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = BUL_rehabilitated_military
			add_idea = BUL_renewed_military
		}
	}
}
### Entity: Character
Component: internal_rivalry
Constructs: encryption_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
internal_rivalry = {
	random = no
	sprite = 13
	political_power_factor = -0.05
	encryption_factor = -0.15
	join_faction_tension = 0.5
	opinion_gain_monthly_factor = -0.25
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/NAVY/light_cruiser
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/NAVY/light_cruiser = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_CL_navy_focus_1 = yes
					}
				}
			} {
				factor = 2
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/light_cruiser = global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/NAVY/light_cruiser = global.EAI_ON
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_CL_navy_focus_0 = yes
							NOT = {
								EAI_CL_navy_focus_1 = yes
								EAI_CL_navy_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/light_cruiser = global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/light_cruiser = global.EAI_OFF
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/light_cruiser_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/light_cruiser = global.EAI_HISTORICAL
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_judea_fell
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_judea_fell
	icon = GFX_goal_ISR_star_of_david_2
	relative_position_id = ISR_crown_of_david
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_crown_of_david
	}
	cost = 10
	completion_reward = {
		add_ideas = ISR_fire_and_blood_1
	}
}
### Entity: Idea
Component: LIT_iron_wolf_idea_good_2
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_iron_wolf_idea_good_2 = {
	picture = LIT_iron_wolf_bad_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		mobilization_laws_cost_factor = -0.2
		command_power_gain = 0.15
	}
}
### Entity: Character
Component: mining_company
Source: game
File: common/country_leader/00_traits.txt

Code:
mining_company = {
	random = no
	local_resources_factor = 0.1
	production_lack_of_resource_penalty_factor = -0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: ITA_curio_bernardis
Source: game
File: common/characters/ITA.txt

Code:
ITA_curio_bernardis = {
	name = ITA_curio_bernardis
	portraits = {
		army = {
			large = GFX_portrait_ITA_curio_bernardis
		}
	}
	scientist = {
		traits = {
			scientist_trait_submarine_specialist scientist_trait_bright
		}
		skills = {
			specialization_naval = 2
		}
	}
}
### Entity: Decision
Component: lar_local_recruitment
Constructs: has_country_flag, has_dlc, has_done_agency_upgrade, is_on_continent
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
lar_local_recruitment = {
	allowed = {
		has_dlc = La Resistance
	}
	visible = {
		has_done_agency_upgrade = upgrade_training_centers
	}
	visibility_type = map_and_decisions_view
	on_map_area = {
		state = 8
		name = LAR_recruitment_europe
		zoom = 650
		target_root_trigger = {
			OR = {
				has_country_flag = europe_recruitment_unlocked
				capital_scope = {
					is_on_continent = europe
				}
			}
		}
	} {
		state = 373
		name = LAR_recruitment_north_america
		zoom = 850
		target_root_trigger = {
			OR = {
				has_country_flag = north_america_recruitment_unlocked
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	} {
		state = 487
		name = LAR_recruitment_south_america
		zoom = 850
		target_root_trigger = {
			OR = {
				has_country_flag = south_america_recruitment_unlocked
				capital_scope = {
					is_on_continent = south_america
				}
			}
		}
	} {
		state = 295
		name = LAR_recruitment_africa
		zoom = 850
		target_root_trigger = {
			OR = {
				has_country_flag = africa_recruitment_unlocked
				capital_scope = {
					is_on_continent = africa
				}
			}
		}
	} {
		state = 597
		name = LAR_recruitment_asia
		zoom = 850
		target_root_trigger = {
			OR = {
				has_country_flag = asia_recruitment_unlocked
				capital_scope = {
					is_on_continent = asia
				}
			}
			NOT = {
				tag = RAJ PAK BAN NEP BHU SRL
			}
		}
	} {
		state = 521
		name = LAR_recruitment_oceania
		zoom = 850
		target_root_trigger = {
			OR = {
				has_country_flag = australia_recruitment_unlocked
				capital_scope = {
					is_on_continent = australia
				}
			}
		}
	} {
		state = 439
		name = LAR_recruitment_india
		zoom = 850
		target_root_trigger = {
			OR = {
				has_country_flag = india_recruitment_unlocked
				tag = RAJ PAK BAN NEP BHU SRL
			}
		}
	} {
		state = 656
		name = LAR_recruitment_middle_east
		zoom = 850
		target_root_trigger = {
			OR = {
				has_country_flag = middle_east_recruitment_unlocked
				capital_scope = {
					is_on_continent = middle_east
				}
			}
		}
	}
}
### Entity: Event
Component: news.162
Constructs: has_government, has_global_flag, has_civil_war, has_dlc, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.162
	title = news.64.t
	desc = news.162.d
	picture = GFX_news_event_032
	major = yes
	trigger = {
		has_global_flag = spanish_civil_war
		SPR = {
			has_civil_war = no
		}
		NOT = {
			has_global_flag = scw_over
		} {
			has_dlc = La Resistance
		}
		any_other_country = {
			original_tag = SPR
			has_government = fascism
		} {
			original_tag = SPR
			NOT = {
				has_government = fascism
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		set_global_flag = scw_over
	}
	option = {
		name = news.162.a
		trigger = {
			NOT = {
				original_tag = SPR
			}
		}
	} {
		name = news.162.b
		trigger = {
			original_tag = SPR
		}
	}
}
### Entity: Unit Template
Component: MEN_PAR_01
Source: game
File: common/units/names_divisions/MEN_names_divisions.txt

Code:
MEN_PAR_01 = {
	name = Parachute Unit
	for_countries = {
		MEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d Mengjiang Sanbing Shi
	ordered = {
		1 = {
			%d Mengjiang Sanbing Shi
		}
		2 = {
			%d Mengjiang Sanbing Shi
		}
		3 = {
			%d Mengjiang Sanbing Shi
		}
		4 = {
			%d Mengjiang Sanbing Shi
		}
		5 = {
			%d Mengjiang Sanbing Shi
		}
		6 = {
			%d Mengjiang Sanbing Shi
		}
		7 = {
			%d Mengjiang Sanbing Shi
		}
		8 = {
			%d Mengjiang Sanbing Shi
		}
		9 = {
			%d Mengjiang Sanbing Shi
		}
		10 = {
			%d Mengjiang Sanbing Shi
		}
	}
}
### Entity: Misc Config
Component: world_uncapitulated_democratic_countries_and_dominions
Constructs: has_government, limit, has_capitulated, is_subject, has_autonomy_state
Source: game
File: common/collections/collections.txt

Code:
world_uncapitulated_democratic_countries_and_dominions = {
	input = game:all_countries
	name = COLLECTION_UNCAPITULATED_DEMOCRATIC_COUNTRIES_AND_DOMINIONS
	operators = {
		limit = {
			has_government = democratic
			has_capitulated = no
			OR = {
				is_subject = no
				has_autonomy_state = autonomy_dominion
			}
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_iberian_pact
Constructs: prerequisite, has_war, completion_reward, has_global_flag, is_in_faction, random_hours
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_iberian_pact
	available = {
		has_global_flag = scw_over
		has_war = no
		is_in_faction = no
		POR = {
			has_war = no
			is_in_faction = no
		}
		NOT = {
			has_global_flag = POR_iberian_summit_in_progress_flag
		}
	}
	bypass = {
		POR = {
			is_in_faction = yes
		}
	}
	prerequisite = {
		focus = SPA_portuguese_aid
	}
	icon = GFX_goal_generic_major_alliance
	x = 0
	y = 1
	relative_position_id = SPA_portuguese_aid
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPA_the_iberian_pact_tt SPA_the_iberian_pact_tt_2
		POR = {
			country_event = {
				id = lar_spain.25
				hours = 12
				random_hours = 36
			}
		}
	}
}
### Entity: Character
Component: PHI_okawachi_denshichi
Constructs: has_completed_focus, has_war_with, has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_okawachi_denshichi = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		navy_leader = {
			visible = {
				OR = {
					has_completed_focus = PHI_japanese_advisors PHI_japanese_observers
				}
				NOT = {
					has_war_with = JAP
				}
			}
			traits = {
				navy_fleet_logistics_2
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			maneuvering_skill = 2
			coordination_skill = 2
			legacy_id = -1
		}
		name = PHI_okawachi_denshichi
		portraits = {
			army = {
				large = GFX_portrait_PHI_okawachi_denshichi
				small = GFX_portrait_PHI_okawachi_denshichi_small
			}
		}
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.310
Constructs: is_triggered_only, set_variable, add_to_variable
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.310
	title = SEA_imperial_influence_events.310.t
	desc = SEA_imperial_influence_events.310.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_zaibatsu_faction_demands_factories
		set_variable = {
			JAP_desired_civilian_factories = num_of_civilian_factories
		}
		add_to_variable = {
			JAP_desired_naval_factories = 2
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_prepare_for_the_next_naval_blockade
Constructs: add_equipment_to_stockpile, prerequisite, has_war, limit, completion_reward, add_timed_idea, has_idea, swap_ideas
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_prepare_for_the_next_naval_blockade
	icon = GFX_focus_generic_stockpile_fuel
	prerequisite = {
		focus = GER_military_dictatorship
	}
	x = 2
	y = 1
	relative_position_id = GER_return_of_the_kaiser_ww
	cost = 5
	available = {
		has_war = no
	}
	bypass = {
		has_war = yes
	}
	dynamic = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 50
			producer = ROOT
		} {
			type = train_equipment
			amount = 25
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_war_preparations_tt generic_skip_one_line_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = GER_strengthened_supply_lines_ns
				days = 730
			}
		}
		IF = {
			limit = {
				has_idea = GER_reichswerke
			}
			swap_ideas = {
				remove_idea = GER_reichswerke
				add_idea = GER_reichswerke_improved
			}
		}
		ELSE = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = GER_reichswerke
					add_idea = GER_reichswerke_improved
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.403
Constructs: is_triggered_only, fire_only_once, declare_war_on, annex_everything
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.403
	title = BBA_italo_ethiopian_war_events.403.t
	desc = BBA_italo_ethiopian_war_events.403.desc
	picture = GFX_report_event_ger_civil_war
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.403.a
		declare_war_on = {
			target = FROM
			type = annex_everything
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_assisted_oil_development
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus, add_resource
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_assisted_oil_development
	icon = GFX_goal_oil_agreement
	x = 22
	y = 7
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = VEN_join_allies
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			uses = 1
			category = refining_tech
		}
		add_resource = {
			type = oil
			amount = 8
			state = 307
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_topple_hungary
Constructs: prerequisite, has_government, completion_reward, is_ally_with, create_wargoal
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_topple_hungary
	icon = GFX_focus_hun_assassinate_horthy
	relative_position_id = AUS_a_danubian_association
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_a_danubian_association
	}
	available = {
		NOT = {
			is_ally_with = HUN
		}
		HUN = {
			NOT = {
				has_government = democratic
			}
		}
	}
	cost = 5
	will_lead_to_war_with = HUN
	completion_reward = {
		create_wargoal = {
			target = HUN
			type = topple_government
		}
	}
}
### Entity: Idea
Component: QUE_gold_mining
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_gold_mining = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = SPR_seize_the_gold_reserves
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_buildings_factor = 0.05
		local_resources_factor = 0.1
	}
}
### Entity: Event
Component: prc.42
Constructs: is_triggered_only
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.42
	title = prc.42.t
	desc = prc.42.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = prc.42.a
	}
}
### Entity: Country History
Country: ZAM
Component: ZAM_technology
Constructs: set_technology
Source: game
File: history/countries/ZAM - Zambia.txt

Code:
# Starting Technologies for ZAM
set_technology = {
	infantry_weapons = 1
}
### Entity: Scripted Effect
Component: GRE_default_on_debt_effect
Constructs: limit, remove_ideas, add_opinion_modifier, check_variable, has_idea, clear_variable, set_country_flag
Source: game
File: common/scripted_effects/GRE_scripted_effects.txt

Code:
GRE_default_on_debt_effect = {
	custom_effect_tooltip = GRE_default_on_debt_effect_tt
	hidden_effect = {
		if = {
			limit = {
				NOT = {
					check_variable = {
						var = GRE_debt_to_the_ifc_britain_var
						value = 0
						compare = equals
					}
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = GRE
					modifier = GRE_reneged_on_debt
				}
				country_event = {
					id = bftb_greece.213
				}
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						var = GRE_debt_to_the_ifc_france_var
						value = 0
						compare = equals
					}
				}
			}
			FRA = {
				add_opinion_modifier = {
					target = GRE
					modifier = GRE_reneged_on_debt
				}
				country_event = {
					id = bftb_greece.213
				}
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						var = GRE_debt_to_the_ifc_italy_var
						value = 0
						compare = equals
					}
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = GRE
					modifier = GRE_reneged_on_debt
				}
				country_event = {
					id = bftb_greece.213
				}
			}
		} {
			limit = {
				has_idea = GRE_debt_to_the_ifc
			}
			remove_ideas = GRE_debt_to_the_ifc
		} {
			limit = {
				has_idea = GRE_debt_to_the_ifc_3
			}
			remove_ideas = GRE_debt_to_the_ifc_3
		}
		clear_variable = GRE_debt_to_the_ifc_britain_var GRE_debt_to_the_ifc_france_var GRE_debt_to_the_ifc_italy_var GRE_debt_to_the_ifc_paid_var
		else_if = {
			limit = {
				has_idea = GRE_debt_to_the_ifc_2
			}
			remove_ideas = GRE_debt_to_the_ifc_2
		}
		set_country_flag = GRE_defaulted_on_debt_flag
	}
}
### Entity: Decision
Component: foreign_politics
Constructs: has_completed_focus, has_government, has_war_with, fire_only_once, has_global_flag, is_in_faction, is_faction_leader, complete_effect
Source: game
File: common/decisions/r56_SPR_decisions.txt

Code:
foreign_politics = {
	SPR_join_the_allies = {
		icon = eng_trade_unions_support
		available = {
			original_tag = SPR
			has_global_flag = SPR_R56_focus_tree
			is_in_faction = no
			FROM = {
				is_faction_leader = yes
				has_government = democratic
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		allowed = {
			original_tag = SPR
		}
		targets = {
			ENG
		}
		target_trigger = {
			FROM = {
				tag = ENG
			}
		}
		ai_will_do = {
			factor = 200
		}
		visible = {
			original_tag = SPR
			has_completed_focus = SPR_repair_relations_with_the_west
		}
		fire_only_once = yes
		complete_effect = {
			FROM = {
				country_event = generic.2
			}
		}
	}
	SPR_join_the_little_entente = {
		icon = eng_trade_unions_support
		available = {
			original_tag = SPR
			has_global_flag = SPR_R56_focus_tree
			is_in_faction = no
			FROM = {
				is_faction_leader = yes
				has_government = democratic
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		targets = {
			FRA
		}
		allowed = {
			original_tag = SPR
		}
		target_trigger = {
			FROM = {
				tag = FRA
			}
		}
		ai_will_do = {
			factor = 200
		}
		visible = {
			original_tag = SPR
			has_completed_focus = SPR_repair_relations_with_the_west
		}
		fire_only_once = yes
		complete_effect = {
			FROM = {
				country_event = generic.2
			}
		}
	}
	SPR_align_with_the_us = {
		icon = eng_trade_unions_support
		available = {
			original_tag = SPR
			has_global_flag = SPR_R56_focus_tree
			is_in_faction = no
			FROM = {
				is_faction_leader = yes
				has_government = democratic
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		targets = {
			USA
		}
		allowed = {
			original_tag = SPR
		}
		target_trigger = {
			FROM = {
				tag = USA
			}
		}
		ai_will_do = {
			factor = 200
		}
		visible = {
			original_tag = SPR
			has_completed_focus = SPR_repair_relations_with_the_west
		}
		fire_only_once = yes
		complete_effect = {
			FROM = {
				country_event = generic.2
			}
		}
	}
	SPR_draw_closer_to_italy = {
		icon = eng_trade_unions_support
		available = {
			original_tag = SPR
			is_in_faction = no
			FROM = {
				is_faction_leader = yes
				has_government = democratic
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		targets = {
			ITA
		}
		allowed = {
			original_tag = SPR
		}
		target_trigger = {
			FROM = {
				tag = ITA
			}
		}
		ai_will_do = {
			factor = 200
		}
		visible = {
			original_tag = SPR
			has_
# ... (truncated)