Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: RAJ_GOE_communism_border_clashes_cat
Constructs: has_completed_focus, has_war_with, has_country_flag, fire_only_once, has_border_war, complete_effect, set_country_flag, remove_effect
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
RAJ_GOE_communism_border_clashes_cat = {
	RAJ_secure_west_bengal_decision = {
		icon = GFX_decision_infiltrate_state
		visible = {
			has_completed_focus = RAJ_strike_eastern_pakistan
			PAK = {
				exists = yes
			}
		}
		available = {
			PAK = {
				controls_state = 431
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			controls_state = 426
			RAJ = {
				custom_trigger_tooltip = {
					tooltip = TRIGGER_HAS_NOT_ANY_BORDER_WAR
					has_border_war = no
					NOT = {
						has_country_flag = RAJ_started_border_war
					}
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 431
			}
		}
		cost = 0
		fire_only_once = yes
		days_remove = 15
		ai_will_do = {
			base = 1
		}
		complete_effect = {
			PAK = {
				country_event = {
					id = GOE_RAJ.42
					hours = 2
				}
			}
			custom_effect_tooltip = RAJ_red_punjab_operation_decision_tt
			hidden_effect = {
				set_country_flag = RAJ_started_border_war
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = RAJ_started_border_war
			}
			start_border_war = {
				change_state_after_war = no
				combat_width = 180
				minimum_duration_in_days = 40
				attacker = {
					on_win = GOE_RAJ.43
					on_lose = GOE_RAJ.49
					state = 426
					num_provinces = 1
					leader_score = {
						base = 1
						modifier = {
							skill = > 2
							factor = 5
						} {
							skill = > 3
							factor = 10
						}
					}
					dig_in_factor = 0
					terrain_factor = 0
				}
				defender = {
					state = 431
					num_provinces = 1
					on_lose = GOE_RAJ.43
					on_win = GOE_RAJ.49
				}
			}
		}
	}
	RAJ_secure_rajahsthan_decision = {
		icon = GFX_decision_generic_reorganize_irregulars
		visible = {
			has_completed_focus = RAJ_secure_rajahsthan
			PAK = {
				exists = yes
			}
		}
		available = {
			PAK = {
				controls_state = 433
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			controls_state = 437
			RAJ = {
				custom_trigger_tooltip = {
					tooltip = TRIGGER_HAS_NOT_ANY_BORDER_WAR
					has_border_war = no
					NOT = {
						has_country_flag = RAJ_started_border_war
					}
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 433 437
			}
		}
		cost = 0
		fire_only_once = yes
		days_remove = 15
		ai_will_do = {
			base = 1
		}
		complete_effect = {
			PAK = {
				country_event = {
					id = GOE_RAJ.44
					hours = 2
				
# ... (truncated)
### Entity: Event
Component: DOD_hungary.165
Constructs: is_triggered_only
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.165
	title = DOD_hungary.165.t
	desc = DOD_hungary.165.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		name = DOD_hungary.165.a
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_ensure_party_purity
Constructs: shared_focus, prerequisite, add_ideas, has_government, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_ensure_party_purity
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = KMT_purge_of_the_academies
	} {
		focus = KMT_deal_with_the_beurgeois
	}
	available = {
		has_government = communism
	}
	x = 0
	y = 2
	cost = 8.6
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	relative_position_id = KMT_a_great_purge
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = KMT_unity_of_action
	}
}
### Entity: Event
Component: tfv_australia.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.1
	title = tfv_australia.1.t
	desc = tfv_australia.1.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = tfv_australia.1.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			AST = {
				puppet = MAL
			}
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = tfv_australia.2
				}
			}
		}
	} {
		name = tfv_australia.1.b
		ai_chance = {
			base = 0
		}
		AST = {
			country_event = {
				id = tfv_australia.3
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_nationalize_foreign_sugar_mills
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, add_political_power, has_idea, swap_ideas
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_nationalize_foreign_sugar_mills
	icon = GFX_goal_fascist_factory
	cost = 10
	prerequisite = {
		focus = CUB_falangist_ideas_in_schools
	}
	relative_position_id = CUB_falangist_ideas_in_schools
	x = -1
	y = 1
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_political_power = 25
		if = {
			limit = {
				has_idea = CUB_recovering_sugar_industry
			}
			swap_ideas = {
				remove_idea = CUB_recovering_sugar_industry
				add_idea = CUB_recovering_sugar_industry_1
			}
		} {
			limit = {
				has_idea = CUB_recovering_sugar_industry_1
			}
			remove_ideas = CUB_recovering_sugar_industry_1
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_imperial_army
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_imperial_army = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_imperial_army_dm
				} {
					modifier = JAP_national_army_dm
				}
			}
		}
		custom_effect_tooltip = JAP_add_imperial_army_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_imperial_army_dm
			}
		}
	}
	ELSE_IF = {
		limit = {
			has_dynamic_modifier = {
				modifier = JAP_imperial_army_dm
			}
		}
		custom_effect_tooltip = JAP_modify_imperial_army_modifier_tt
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = JAP_national_army_dm
			}
		}
		custom_effect_tooltip = JAP_modify_national_army_modifier_tt
	}
}
### Entity: Event
Component: r56_afghanistan.253
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.253
	picture = GFX_report_event_soviet_purge_officers_01
	title = r56_afghanistan.253.t
	desc = r56_afghanistan.253.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.253.a
	} {
		name = r56_afghanistan.253.b
	}
}
### Entity: Decision
Component: LUX_neutrality_balance_decision_category
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, add_war_support, add_stability, industrial_capacity_factory, production_speed_buildings_factor, has_stability
Source: game
File: common/decisions/r56_LUX_decisions.txt

Code:
LUX_neutrality_balance_decision_category = {
	LUX_neutrality_balance_convert_civilian_factory = {
		icon = GFX_decision_generic_merge_plant_materiel
		custom_cost_text = decision_cost_ST_5
		custom_cost_trigger = {
			has_stability = > 0.049
		}
		available = {
			industrial_complex = > 0
			OR = {
				has_completed_focus = LUX_abandon_neutrality
				has_war = yes
			}
		}
		days_re_enable = 60
		complete_effect = {
			random_owned_controlled_state = {
				remove_building = {
					type = industrial_complex
					level = 1
				}
				add_building_construction = {
					type = arms_factory
					level = 1
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = LUX_neutrality_balance
				value = -0.1
			}
		}
	}
	LUX_neutrality_balance_divert_workers = {
		icon = GFX_decision_generic_industry
		cost = 50
		days_re_enable = 30
		days_remove = 20
		available = {
			OR = {
				has_completed_focus = LUX_abandon_neutrality
				has_war = yes
			}
		}
		modifier = {
			industrial_capacity_factory = -0.1
			consumer_goods_factor = 0.15
		}
		remove_effect = {
			add_manpower = 1000
			army_experience = 15
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = LUX_neutrality_balance
				value = -0.1
			}
		}
	}
	LUX_neutrality_balance_prepare_defenses = {
		icon = GFX_decision_hol_draw_up_staff_plans
		custom_cost_text = decision_cost_cp_50_ArmXp_20
		custom_cost_trigger = {
			command_power = > 49.99
			has_army_experience = > 19.99
		}
		days_re_enable = 60
		days_remove = 60
		available = {
			any_controlled_state = {
				bunker = < 11
			}
			OR = {
				has_completed_focus = LUX_abandon_neutrality
				has_war = yes
			}
		}
		modifier = {
			consumer_goods_factor = 0.1
			production_speed_buildings_factor = -0.15
		}
		remove_effect = {
			random_owned_controlled_state = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
						level = < 5
					}
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = LUX_neutrality_balance
				value = -0.1
			}
		}
	}
	LUX_neutrality_balance_prepare_for_war = {
		icon = GFX_decision_generic_civil_support
		cost = 20
		days_re_enable = 20
		days_remove = 30
		available = {
			has_war_support = < 1.0
			has_stability = > 0.0
			OR = {
# ... (truncated)
### Entity: Faction
Component: dismissal_rule_ideology_fascist
Constructs: has_government
Source: game
File: common/factions/rules/dismissal_rules.txt

Code:
dismissal_rule_ideology_fascist = {
	type = dismissal_rules
	visible = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		base = 0
	}
	dismiss_member_trigger = {
		has_government = fascism
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_by_any_means
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, add_research_slot, set_rule, has_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_by_any_means
	icon = GFX_goal_generic_secret_weapon
	relative_position_id = VEN_cult_of_creole
	x = 0
	y = 3
	cost = 10
	prerequisite = {
		focus = VEN_oil_protection_squadrons
	} {
		focus = VEN_seize_public_services
	} {
		focus = VEN_seize_government_assets
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
		add_war_support = 0.2
		set_rule = {
			can_use_kamikaze_pilots = yes
		}
		if = {
			limit = {
				NOT = {
					has_idea = war_economy tot_economic_mobilisation
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = war_economy
		} {
			limit = {
				NOT = {
					has_idea = service_by_requirement all_adults_serve scraping_the_barrel
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = service_by_requirement
		}
	}
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.41
Constructs: ai_chance, has_completed_focus, create_country_leader, has_war, has_government, fire_only_once, has_civil_war, has_global_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.41
	title = mtg_usa_civil_war_democrats.41.t
	desc = mtg_usa_civil_war_democrats.41.desc
	picture = GFX_report_event_generic_rally2
	trigger = {
		original_tag = USA
		has_government = fascism
		has_civil_war = no
		has_global_flag = USA_civil_war_fired_democrats
		has_country_leader = {
			ruling_only = yes
			character = USA_douglas_macarthur
		}
	}
	mean_time_to_happen = {
		days = 20
	}
	fire_only_once = yes
	option = {
		name = mtg_usa_civil_war_democrats.41.a
		ai_chance = {
			factor = 70
			modifier = {
				has_war = yes
				factor = 0.5
			}
		}
		retire_country_leader = yes
	} {
		ai_chance = {
			factor = 30
			modifier = {
				has_global_flag = MTG_flag_955
				factor = 0
			}
		}
		name = mtg_usa_civil_war_democrats.41.b
	} {
		trigger = {
			has_global_flag = MTG_flag_955
		}
		ai_chance = {
			factor = 30
		}
		name = mtg_usa_civil_war_democrats.41.c
		create_country_leader = {
			name = Adam Hilt
			desc = POLITICS_DOUGLAS_MACARTHUR_DESC
			picture = GFX_portrait_USA_mr_hilt
			expire = 1965.1.1
			ideology = nazism
			traits = {
				great_architect
			}
		}
	} {
		trigger = {
			has_completed_focus = USA_send_lindbergh_to_germany
		}
		ai_chance = {
			factor = 30
		}
		name = mtg_usa_civil_war_democrats.41.d
		add_country_leader_role = {
			character = USA_charles_lindbergh
			country_leader = {
				expire = 1965.1.1
				ideology = fascism_ideology
				traits = {
					famous_aviator
				}
			}
			promote_leader = yes
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/00_scripted_localisation_DE_loc.txt

Code:
defined_text = {
	name = NORDIC_get_alliance_name_DE_Nom
	text = {
		trigger = {
			NORDIC_democratic_alliance_viable = yes
		}
		localization_key = DE_Nom_NORDIC_alliance_democratic
	} {
		trigger = {
			NORDIC_communist_alliance_viable = yes
		}
		localization_key = DE_Nom_NORDIC_alliance_communist
	} {
		trigger = {
			NORDIC_monarchist_alliance_viable = yes
		}
		localization_key = DE_Nom_NORDIC_alliance_monarchist
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_operation_stella_polaris
Constructs: prerequisite, limit, completion_reward, has_dlc, create_intelligence_agency, add_operation_token, add_decryption, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_operation_stella_polaris
	icon = GFX_goal_SWE_op_stella_polaris
	prerequisite = {
		focus = SWE_the_finlands_sak_ar_var_recruitment_drive
	}
	relative_position_id = SWE_the_finlands_sak_ar_var_recruitment_drive
	x = -1
	y = 1
	cost = 10
	available = {
		FIN = {
			has_defensive_War_with = SOV
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			create_intelligence_agency = {
				name = Centralbyran
				icon = GFX_intelligence_agency_logo_swe
			}
			add_operation_token = {
				tag = SOV
				token = token_army
			}
			add_decryption = {
				target = SOV
				ratio = 0.25
			}
		}
		else = {
			add_tech_bonus = {
				name = SWE_operation_stella_polaris
				bonus = 1
				uses = 1
				category = encryption_tech
			} {
				name = SWE_operation_stella_polaris
				bonus = 1
				uses = 1
				category = decryption_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Scripted Effect
Component: ilp_national_increase
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
ilp_national_increase = {
	if = {
		limit = {
			has_idea = RAJ_National_Communism_2
		}
		swap_ideas = {
			remove_idea = RAJ_National_Communism_2
			add_idea = RAJ_National_Communism_3
		}
	}
	else_if = {
		limit = {
			has_idea = RAJ_National_Communism_1
		}
		swap_ideas = {
			remove_idea = RAJ_National_Communism_1
			add_idea = RAJ_National_Communism_2
		}
	} {
		limit = {
			has_idea = RAJ_National_Communism_0
		}
		swap_ideas = {
			remove_idea = RAJ_National_Communism_0
			add_idea = RAJ_National_Communism_1
		}
	} {
		limit = {
			always = yes
		}
		add_ideas = RAJ_National_Communism_0
	}
}
### Entity: Event
Component: mtg_netherlands.64
Constructs: ai_chance, has_completed_focus, fire_only_once, add_political_power, add_timed_idea
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.64
	title = mtg_netherlands.64.t
	desc = mtg_netherlands.64.d
	picture = GFX_report_event_hol_polderen
	fire_only_once = yes
	trigger = {
		original_tag = HOL
		NOT = {
			has_completed_focus = HOL_the_zuiderzee_works
		}
		focus_progress = {
			focus = HOL_the_zuiderzee_works
			progress = > 0.33
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = mtg_netherlands.64.a
		ai_chance = {
			factor = 0
		}
		add_political_power = -50
		add_timed_idea = {
			idea = HOL_zuiderzee_infrastructure_advancements
			days = 365
		}
	} {
		name = mtg_netherlands.64.b
	}
}
### Entity: Character
Component: SMI_gustav_park
Source: game
File: common/characters/SMI.txt

Code:
SMI_gustav_park = {
	name = Gustav Park
	portraits = {
		civilian = {
			small = GFX_portrait_generic_sami_political_1
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = SMI_gustav_park
		allowed = {
			original_tag = SMI
		}
		available = {

		}
		visible = {

		}
		traits = {
			priest editor
		}
		ai_will_do = {
			base = 3.0
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_materiel_merged_2
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_materiel_merged_2 = {
	OR = {
		has_country_flag = SOV_merge_materiel_grabin_2_flag SOV_merge_materiel_tula_2_flag SOV_merge_materiel_gaz_2_flag
	}
}
### Entity: Decision
Component: EGY_sudanese_elections_category
Constructs: is_core_of, is_controlled_by, has_state_flag
Source: game
File: common/decisions/categories/EGY_decision_categories.txt

Code:
EGY_sudanese_elections_category = {
	icon = GFX_decision_generic_election_category
	priority = 4
	allowed = {
		original_tag = EGY
	}
	visible = {
		any_state = {
			OR = {
				AND = {
					is_core_of = SUD
					is_controlled_by = ROOT
					NOT = {
						is_core_of = ROOT
					}
				} {
					has_state_flag = EGY_sudanese_separatism_flag
					is_controlled_by = ROOT
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_adopt_german_doctrines
Constructs: prerequisite, completion_reward, has_doctrine, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_adopt_german_doctrines
	icon = GFX_goal_tank_map
	cost = 10
	prerequisite = {
		focus = PER_continue_sending_cadets_abroad PER_invite_foreign_officers
	}
	mutually_exclusive = {
		focus = PER_adopt_soviet_tactics PER_continue_using_western_doctrines PER_adopt_guerilla_tactics PER_rely_on_artillery_firepower
	}
	available = {
		has_doctrine = new_mobile_warfare
	}
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_mobile_warfare
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_continue_sending_cadets_abroad
	x = -3
	y = 1
}
### Entity: Scripted Trigger
Component: state_is_in_the_mediterranean_sea
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
state_is_in_the_mediterranean_sea = {
	custom_trigger_tooltip = {
		tooltip = state_is_in_the_mediterranean_sea_tt
		OR = {
			state = 118 173 168 167 165 177 31 22 21 851 735 162 2 117 156 115 1 114 116 849 157 158 161 160 736 852 103 163 105 44 805 185 186 47 731 184 187 182 164 341 797 340 339 342 345 344 799 677 553 183 454 453 446 907 447 452 451 450 449 448 665 458 460 459 461 290 934
		}
	}
}
### Entity: Scripted Effect
Component: JAP_zaibatsu_faction_goes_down_from_tier_3_to_tier_2
Constructs: swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_zaibatsu_faction_goes_down_from_tier_3_to_tier_2 = {
	subtract_from_variable = {
		JAP_num_of_influential_imperial_factions = 1
	}
	swap_ideas = {
		remove_idea = JAP_zaibatsu_faction_tier_3
		add_idea = JAP_zaibatsu_faction_tier_2
	}
}
### Entity: Scripted Effect
Component: FIN_create_operative_vilho_pentikainen
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_create_operative_vilho_pentikainen = {
	create_operative_leader = {
		name = Vilho Pentikäinen
		GFX = GFX_portrait_FIN_vilho_pentikainen
		traits = {
			operative_safe_cracker operative_master_interrogator
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			FIN SOV
		}
	}
}
### Entity: Effect Reference
Construct: add_divisional_commander_xp
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_divisional_commander_xp

* Supported Scopes: 
* Supported Targets: none

```
add divisional commander xp to unit: add_divisional_commander_xp = 10
```
### Entity: Idea
Component: CHI_famine_intensifies
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_famine_intensifies = {
	picture = raj_risk_of_famine
	cancel = {

	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.25
		stability_weekly = -0.005
		political_power_cost = 0.5
		consumer_goods_factor = 0.9
		monthly_population = -1
		weekly_manpower = -750
		command_power_gain_mult = -0.75
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: indonesia.60
Constructs: is_triggered_only, limit, remove_ideas, add_war_support, add_stability, fire_only_once, add_political_power, has_character_flag
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.60
	title = indonesia.60.t
	desc = indonesia.60.desc
	picture = GFX_report_event_ins_indonesian_masses
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = indonesia.60.a
		trigger = {
			INS_musso = {
				NOT = {
					OR = {
						has_character_flag = INS_first_term_flag INS_second_term_flag
					}
				}
			}
		}
		if = {
			limit = {
				has_country_leader = {
					name = Musso Munawar
					ruling_only = yes
				}
			}
			add_stability = 0.05
			else = {
				add_war_support = 0.05
			}
		} {
			limit = {
				NOT = {
					has_global_flag = form_majapahit_empire_flag
				}
			}
			set_cosmetic_tag = INS_RED3
		} {
			limit = {
				has_idea = INS_gerindo_militias_positive
			}
			remove_ideas = INS_gerindo_militias_positive
		}
		promote_character = INS_musso
		add_war_support = 0.075
		add_field_marshal_role = {
			character = INS_musso
			traits = {
				politically_connected
			}
			skill = 1
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
		hidden_effect = {
			INS_musso = {
				set_character_flag = INS_first_term_flag
			}
			country_event = {
				id = indonesia.61
				days = 1825
			}
		}
	} {
		name = indonesia.60.b
		trigger = {
			INS_musso = {
				NOT = {
					has_character_flag = INS_second_term_flag
				}
			}
		}
		if = {
			limit = {
				has_country_leader = {
					name = Musso Munawar
					ruling_only = yes
				}
			}
			add_stability = 0.05
			else = {
				add_war_support = 0.05
			}
		} {
			limit = {
				has_idea = INS_gerindo_militias_positive
			}
			remove_ideas = INS_gerindo_militias_positive
		}
		hidden_effect = {
			INS_musso = {
				set_character_flag = INS_second_term_flag
			}
			country_event = {
				id = indonesia.61
				days = 1825
			}
		}
	} {
		name = indonesia.60.c
		trigger = {
			NOT = {
				is_in_faction_with = SOS
			}
			INS_tan_malaka = {
				NOT = {
					OR = {
						has_character_flag = INS_first_term_flag INS_second_term_flag
					}
				}
			}
		}
		if = {
			limit = {
				has_country_leader = {
					name = Tan Malaka
					ruling_only = yes
				}
			}
			add_stability = 0.05
			else = {
				add_war_support = 0.05
			}
		} {
			limit = {
				NOT = {
					has_global_flag = form_majapahit_empire_flag
				}
			}
			set_cosmetic_tag = INS_RED2
		} {
			limit = {
				has_idea = INS_gerindo_militias_positive
			}
			
# ... (truncated)