Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 150
Constructs: add_core_of
Source: game
File: history/states/150-Kuopio.txt

Code:
state = {
	id = 150
	name = STATE_150
	manpower = 392400
	state_category = rural
	resources = {
		steel = 3
	}
	history = {
		owner = FIN
		add_core_of = FIN
		victory_points = {
			11141 2
		} {
			136 1
		} {
			9061 1
		} {
			3125 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
	}
	provinces = {
		136 141 193 3030 3068 3125 3185 6033 6078 6146 6156 6210 9061 9104 9106 9169 9181 11076 11141 11199 11210 13109 13110 13111 13112 13114 13115 13118
	}
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: AFG_tournament_of_shadows_enemy_justification
Source: game
File: common/dynamic_modifiers/AFG.txt

Code:
AFG_tournament_of_shadows_enemy_justification = {
	enable = {
		always = yes
	}
	enemy_justify_war_goal_time = AFG_tournament_of_shadows_enemy_justification_var
}
### Entity: Scripted Effect
Component: EAI_MODE_clear_challenging
Constructs: clr_global_flag
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_MODE_clear_challenging = {
	clr_global_flag = EAI_challenging_mode EAI_free_convoys
}
### Entity: Name List
Component: SAF
Source: game
File: common/names/00_names.txt

Code:
SAF = {
	male = {
		names = {
			Sarel Rudolf Andries Hendrik Piet Racheltjie Dirkie Siener Koos Danie Christiaan Louis Petrus Paul Eugene Joubert
		}
	}
	female = {
		names = {
			Iminathi Minenhle Rethabile Bokamoso Karabo Amogelang Tshegofatso Lesedi
		}
	}
	surnames = {
		Cilliers Botha Joubert Kruger Duquesne Potgieter van Rensburg de la Rey Theron de Wet Pretorius Retief de Beer Uys
	}
	callsigns = {

	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_fire_control_methods
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_fire_control_methods = {
	if = {
		limit = {
			always = no
		}
		set_temp_variable = {
			prio_cat = @PR_fire_control_methods
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:fire_control_methods_1
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:fire_control_methods_2
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:fire_control_methods_3
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Event
Component: mongol_greater_mongolia.17
Constructs: ai_chance, has_completed_focus, has_war_with, has_country_flag, fire_only_once, is_subject
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.17
	title = mongol_greater_mongolia.17.t
	desc = mongol_greater_mongolia.17.d
	picture = GFX_report_event_china_politicians_captured
	fire_only_once = yes
	trigger = {
		has_country_flag = MON_prepairing_ulaabaatar_conference_flag
		MON = {
			NOT = {
				has_completed_focus = MON_gather_ulaanbaatar_conference
			}
			focus_progress = {
				focus = MON_gather_ulaanbaatar_conference
				progress = > 0.4
			}
		}
		CHI = {
			exists = yes
			is_subject = no
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = mongol_greater_mongolia.17.a
		trigger = {
			NOT = {
				has_war_with = CHI
			}
		}
		ai_chance = {
			base = 1
		}
		CHI = {
			country_event = mongol_greater_mongolia.20
		}
	} {
		name = mongol_greater_mongolia.17.b
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AMotorized.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Motorized.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Land units (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Motorized.png"
### Entity: Autonomous State
Component: autonomy_state
Constructs: is_puppet, is_subject, has_autonomy_state
Source: game
File: common/autonomous_states/coalition_gov.txt

Code:
autonomy_state = {
	id = autonomy_coalition_gov
	is_puppet = yes
	use_overlord_color = yes
	min_freedom_level = 0.8
	manpower_influence = 0.2
	rule = {
		can_not_declare_war = no
		can_decline_call_to_war = yes
		can_be_spymaster = yes
		contributes_operatives = yes
	}
	modifier = {

	}
	ai_subject_wants_higher = {
		factor = 0.0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	allowed_levels_filter = {
		autonomy_coaltion_gov
	}
	allowed = {
		OR = {
			is_subject = no
			has_autonomy_state = autonomy_coalition_gov
		}
	}
	can_lose_level = {
		always = no
	}
}
### Entity: Military Industrial Organization
Component: NOR_honefoss_karossrtihabrikk
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_NOR_organization.txt

Code:
NOR_honefoss_karossrtihabrikk = {
	name = Hønefoss Karosserifabrikk
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_generic_industrial_concern_2
	allowed = {
		original_tag = NOR
	}
	visible = {

	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		limit_to_equipment_type = {
			motorized_equipment mechanized_equipment motorized_rocket_equipment
		}
		equipment_bonus = {
			reliability = 0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: National Focus
Tree: yun_focus
Component: YUN_the_democratic_fortress
Constructs: prerequisite, completion_reward, has_country_leader, has_idea, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = YUN_the_democratic_fortress
	icon = GFX_focus_CHI_lay_the_foundation_for_a_united_china
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = YUN_eduational_reforms
	}
	relative_position_id = YUN_eduational_reforms
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = YUN_long_yun
		}
		has_idea = YUN_the_democratic_fortress_idea_3
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = YUN_the_democratic_fortress_idea_3
			add_idea = YUN_the_democratic_fortress_idea_4
		}
	}
}
### Entity: Event
Component: lar_spheres_of_influence.2
Constructs: is_triggered_only, ai_chance, add_state_claim, add_to_faction, random_days
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_spheres_of_influence.2
	title = lar_spheres_of_influence.2.t
	desc = lar_spheres_of_influence.2.desc
	picture = GFX_report_event_german_speech
	is_triggered_only = yes
	option = {
		name = lar_spheres_of_influence.2.a
		ai_chance = {
			factor = 100
		}
		FROM = {
			add_state_claim = 8 7 35 36
			add_to_faction = ROOT
		}
		ROOT = {
			add_state_claim = 34 6 977 980
		}
		hidden_effect = {
			news_event = {
				id = lar_news.7
				days = 3
				random_days = 7
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_revolutionaries_of_the_south
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, set_rule
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_revolutionaries_of_the_south
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = GRE_tow_the_stalinist_line
	}
	x = 1
	y = 1
	relative_position_id = GRE_stage_an_incident_in_the_bosporus
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_red_militias_spirit
			add_idea = GRE_red_militias_3
		} {
			remove_idea = GRE_political_instability_communist
			add_idea = GRE_state_of_the_nation_communism
		}
		hidden_effect = {
			set_rule = {
				can_create_factions = yes
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_greece_and_turkey_in_the_axis
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, has_global_flag, is_in_faction
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_greece_and_turkey_in_the_axis
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = GRE_subjugating_the_bulgarians
	}
	available = {
		is_subject = no
		has_global_flag = greek_turkish_friendship
	}
	mutually_exclusive = {
		focus = GRE_last_country_standing
	}
	x = -1
	y = 1
	relative_position_id = GRE_subjugating_the_bulgarians
	cost = 10
	ai_will_do = {
		base = 1
	}
	bypass = {
		GRE = {
			is_in_faction = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					GER = {
						has_government = fascism
					}
				}
			}
			ITA = {
				country_event = {
					id = bftb_greece.65
					days = 1
				}
			}
		}
		else = {
			GER = {
				country_event = {
					id = bftb_greece.66
					days = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_synthetic_rubber
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_tech, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_synthetic_rubber
	icon = GFX_SOV_synthetic_rubber_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_steel_casting_industry
	}
	x = -1
	y = 1
	relative_position_id = SOV_steel_casting_industry
	cost = 5
	available = {
		has_tech = rubber_processing
		SOV_third_five_year_plan_available = yes
		NOT = {
			has_completed_focus = SOV_curtailment_of_the_collective_farms
		}
		has_full_control_of_state = 219
		OR = {
			has_full_control_of_state = 260 223
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 260
			}
			260 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = synthetic_refinery
					level = 1
					instant_build = yes
				}
			}
			if = {
				limit = {
					has_full_control_of_state = 254 258
				}
				build_railway = {
					path = {
						6380 6414 9348 9282 11268 9330 3356 6279 6230 6398 6341 413 3527
					}
				}
			}
		} {
			limit = {
				has_full_control_of_state = 223
			}
			223 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = synthetic_refinery
					level = 1
					instant_build = yes
				}
			}
			build_railway = {
				path = {
					6380 6414 9348 6290 6396 6262
				}
			}
		}
		add_tech_bonus = {
			name = SOV_synthetic_rubber
			bonus = 0.75
			uses = 2
			category = cat_synth_rubber
		}
	}
}
### Entity: Idea
Component: tage_17
Constructs: removal_cost, has_manpower, conscription_factor, cancel_if_invalid
Source: game
File: common/ideas/tmodern_minimum_age.txt

Code:
tage_17 = {
	removal_cost = -1
	level = 5
	available = {

	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_manpower = < 300000
			threat = > 0.75
			factor = 80
		}
	}
	modifier = {
		conscription_factor = 0.1
	}
	cancel_if_invalid = no
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_help_our_brothers
Constructs: prerequisite, has_war, has_government, completion_reward, is_historical_focus_on, has_global_flag, set_rule, add_timed_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_help_our_brothers
	prerequisite = {
		focus = PRU_benavides_nightmare
	}
	icon = GFX_goal_generic_spanish_civil_war_soldier
	x = 3
	y = 2
	relative_position_id = PRU_protest_against_the_cancellation
	cost = 5
	ai_will_do = {
		factor = 0.1
		modifier = {
			is_historical_focus_on = no
			has_global_flag = scw_is_ai_driven
			has_government = communism
			factor = 500
		}
	}
	available = {
		has_global_flag = spanish_civil_war
		has_war = no
		NOT = {
			has_global_flag = r56_scw_our_own_ending_check
		}
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_timed_idea = {
			idea = r56_CHL_spanish_civil_war_involvement
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_SPA_CIVIL_WAR
	}
}
### Entity: Effect Reference
Construct: random_active_scientist
Constructs: limit, random_active_scientist
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_active_scientist

* Supported Scopes: any
* Supported Targets: none

```
Executes children effects on random scientists that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title
```
### Entity: Decision
Component: ARG_intervenciones_federales_decisions
Source: game
File: common/decisions/categories/ARG_decision_categories.txt

Code:
ARG_intervenciones_federales_decisions = {
	icon = GFX_decision_category_generic_political_actions
	priority = 35
	picture = GFX_decision_cat_picture_soviet_comecon
	visible_when_empty = no
	allowed = {
		original_tag = ARG
	}
	visible = {

	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_enemy_of_our_enemy
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, add_political_power, is_subject, is_in_faction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_enemy_of_our_enemy
	icon = GFX_focus_chi_mission_to_germany
	mutually_exclusive = {
		focus = JAP_return_to_sakoku_ron JAP_utilize_our_polish_friendship
	}
	x = 0
	y = 1
	relative_position_id = JAP_the_imperial_colors
	prerequisite = {
		focus = JAP_the_imperial_colors
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_in_faction = no
		GER = {
			OR = {
				has_government = fascism neutrality
			}
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = SOV
			}
		}
		SOV = {
			has_government = communism
			NOT = {
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = JAP_enemy_of_our_enemy_opm
			}
		} {
			country_event = {
				id = generic.2
				days = 2
				random_days = 4
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = JAP_enemy_of_our_enemy_opm
		}
		show_ideas_tooltip = JAP_hiroshi_oshima
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_cossack_king
Constructs: prerequisite, has_country_flag, completion_reward, add_ruling_to_fas, set_politics, set_party_name, set_cosmetic_tag
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_cossack_king
	icon = GFX_focus_POL_cossack_king
	prerequisite = {
		focus = POL_fulfil_fifth_of_november
	}
	relative_position_id = POL_fulfil_fifth_of_november
	mutually_exclusive = {
		focus = POL_habsburg POL_hohenzollern POL_claiming_lithuania POL_romanov
	}
	x = 7
	y = 1
	cost = 10
	offset = {
		x = 2
		y = 0
		trigger = {
			has_country_flag = romanov_enabled
		}
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		custom_trigger_tooltip = {
			tooltip = elect_pavel_tt
			always = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		effect_tooltip = {
			add_ruling_to_fas = yes
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			set_party_name = {
				ideology = fascism
				long_name = bermontian_party
				name = bermontian_party
			}
			promote_character = POL_pavel_bermondt_avalov
			set_cosmetic_tag = POL_KINGDOM_RUS_fascism
		}
	}
}
### Entity: Event
Component: lithuania.105
Constructs: is_triggered_only, add_war_support, add_political_power
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.105
	title = lithuania.105.t
	desc = lithuania.105.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.105.a
		add_political_power = 30
		add_war_support = 0.03
		effect_tooltip = {
			diplomatic_relation = {
				country = CZE
				relation = guarantee
				active = yes
			}
			CZE = {
				diplomatic_relation = {
					country = LIT
					relation = guarantee
					active = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: BEL_chasseurs_ardennais_ns_ncns
Constructs: removal_cost
Source: game
File: common/ideas/belgium.txt

Code:
BEL_chasseurs_ardennais_ns_ncns = {
	picture = BEL_chasseurs_ardennais
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = BEL_chasseurs_ardennais_ncns_tt
	}
}
### Entity: Idea
Component: CZE_a_divided_nation_fake_ns
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_a_divided_nation_fake_ns = {
	name = CZE_a_divided_nation_dynamic_modifier
	picture = CZE_divided_nation
	allowed = {
		always = no
	}
	available = {
		always = no
		NOT = {
			tag = CZE
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.2
		drift_defence_factor = -0.3
		political_power_cost = 0.3
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_compensate_italy
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_subject_of, is_in_faction_with, cancel_if_invalid, random_hours
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_compensate_italy
	icon = GFX_goal_generic_position_armies
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_latin_entente
	}
	relative_position_id = FRA_latin_entente
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		country_exists = ITA
		NOT = {
			has_war_with = ITA
		}
		ITA = {
			is_subject = no
		}
		OR = {
			is_subject = no
			is_subject_of = ITA
		}
	}
	bypass = {
		is_in_faction_with = ITA
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ITA = {
			country_event = {
				id = lar_compensate_italy.1
				hours = 6
				random_hours = 12
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = needs_approval
			ITA = {
				transfer_state = 268
			}
			FRA = {
				add_to_faction = ITA
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_invite_anti_fascist_emigrants
Constructs: prerequisite, add_ideas, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_invite_anti_fascist_emigrants
	icon = GFX_goal_generic_national_unity
	x = -1
	y = 3
	prerequisite = {
		focus = FRA_anti_fascist_coalition
	}
	relative_position_id = FRA_reconciliation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			FRA_anti_fascist_immigrants
		}
	}
}
### Entity: Scripted Trigger
Component: BEL_defensive_democrat_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/BEL_scripted_triggers.txt

Code:
BEL_defensive_democrat_ai = {
	OR = {
		has_country_flag = BEL_AI_RANDOM_DEFENSIVE_DEMOCRAT
		has_game_rule = {
			rule = BEL_AI_BEHAVIOR
			option = DEFENSIVE_DEMOCRAT
		}
	}
}
### Entity: Event
Component: mandate_palestine.405
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_political_power, random_days, random_hours, add_state_core
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.405
	title = mandate_palestine.405.t
	picture = GFX_report_event_czech_soldiers_02
	desc = mandate_palestine.405.d
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 90
		}
		name = mandate_palestine.405.a
		PAL = {
			country_event = mandate_palestine.407
		}
		ISR = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = PAL_abdulqadir
					}
				}
				country_event = {
					id = israel.22
					days = 20
					random_days = 10
					random_hours = 24
				}
			}
		}
		add_state_core = 966
		effect_tooltip = {
			transfer_state = 966
		}
	} {
		ai_chance = {
			base = 0
		}
		name = mandate_palestine.405.b
		add_political_power = 50
	}
}
### Entity: Decision
Component: SWE_unite_the_cells_category
Constructs: has_country_flag, fire_only_once, complete_effect, set_country_flag, remove_effect, add_popularity, clr_country_flag
Source: game
File: common/decisions/r56_SWE.txt

Code:
SWE_unite_the_cells_category = {
	SWE_unite_lappland_cells = {
		icon = generic_form_nation
		cost = 5
		fire_only_once = yes
		available = {
			NOT = {
				has_country_flag = SWE_united_cell_flag
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 666
			}
		}
		complete_effect = {
			set_country_flag = SWE_united_cell_flag
		}
		ai_will_do = {
			factor = 100
			modifier = {
				communism = > 0.4
				factor = 0
			}
		}
		days_remove = 20
		remove_effect = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			FROM = {
				set_country_flag = SWE_united_cell_flag
			}
			clr_country_flag = SWE_united_cell_flag
		}
	}
	SWE_unite_norrland_cells = {
		icon = generic_form_nation
		cost = 5
		fire_only_once = yes
		available = {
			NOT = {
				has_country_flag = SWE_united_cell_flag
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 38
			}
		}
		complete_effect = {
			set_country_flag = SWE_united_cell_flag
		}
		ai_will_do = {
			factor = 100
			modifier = {
				communism = > 0.4
				factor = 0
			}
		}
		days_remove = 20
		remove_effect = {
			add_popularity = {
				ideology = Communism
				popularity = 0.05
			}
			FROM = {
				set_country_flag = SWE_united_cell_flag
			}
			clr_country_flag = SWE_united_cell_flag
		}
	}
	SWE_unite_jamtland_cells = {
		icon = generic_form_nation
		cost = 5
		fire_only_once = yes
		available = {
			NOT = {
				has_country_flag = SWE_united_cell_flag
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 968
			}
		}
		complete_effect = {
			set_country_flag = SWE_united_cell_flag
		}
		ai_will_do = {
			factor = 100
			modifier = {
				communism = > 0.4
				factor = 0
			}
		}
		days_remove = 20
		remove_effect = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			FROM = {
				set_country_flag = SWE_united_cell_flag
			}
			clr_country_flag = SWE_united_cell_flag
		}
	}
	SWE_unite_svealand_cells = {
		icon = generic_form_nation
		cost = 10
		fire_only_once = yes
		available = {
			NOT = {
				has_country_flag = SWE_united_cell_flag
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 141
			}
		}
		ai_will_do = {
			factor = 1000
			modifier = {
				communism = > 0.4
				factor = 0
			}
		}
		complete_effect = {
			set_country_flag = SWE_united_cell_flag
		}
		days_remove = 20
		remove_ef
# ... (truncated)