Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_crush_moderate_defiance
Constructs: prerequisite, add_stability, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea, every_army_leader
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_crush_moderate_defiance
	mutually_exclusive = {
		focus = POR_peace_with_the_salazaristas
	}
	prerequisite = {
		focus = POR_all_against_the_bolshevik_threat
	}
	icon = GFX_focus_generic_total_war
	cost = 8
	x = 3
	y = 1
	relative_position_id = POR_all_against_the_bolshevik_threat
	completion_reward = {
		add_political_power = 75
		add_stability = -0.12
		custom_effect_tooltip = CHL_skip_one_line_tt
		swap_ideas = {
			remove_idea = POR_all_against_the_bolshevik_threat_idea
			add_idea = POR_crush_moderate_defiance_idea
		}
		every_army_leader = {
			add_attack = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: GER_share_borders_with_ITA_against_SOV
Constructs: is_in_faction_with
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_share_borders_with_ITA_against_SOV = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_in_faction_with = ITA
		going_war_with_SOV = yes
		GER_should_split_SOV_front_with_ITA = yes
	}
	abort = {
		not = {
			is_in_faction_with = ITA
			going_war_with_SOV = yes
			GER_should_continue_split_SOV_front_with_ITA = yes
		}
	}
	ai_strategy = {
		type = dont_defend_ally_borders
		id = CRO
		value = 100
	} {
		type = dont_defend_ally_borders
		id = ROM
		value = 100
	} {
		type = dont_defend_ally_borders
		id = HUN
		value = 100
	} {
		type = dont_defend_ally_borders
		id = SLO
		value = 100
	} {
		type = dont_defend_ally_borders
		id = ITA
		value = 100
	}
}
### Entity: Unit Leader
Component: skirmisher
Constructs: gain_xp, enable_ability
Source: game
File: common/unit_leader/00_traits.txt

Code:
skirmisher = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	cost = 500
	modifier = {

	}
	ai_will_do = {
		factor = 1
	}
	enable_ability = probing_attack
	trait_type = assignable_trait
	any_parent = {
		commando
	}
	gui_row = 10
}
### Entity: Effect Reference
Construct: add_resistance_target
Constructs: add_resistance_target, remove_resistance_target
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_resistance_target

* Supported Scopes: STATE
* Supported Targets: any

```
adds resistance target to the scoped state :
add_resistance_target = 10
add_resistance_target = { 
  id = 123 #if set, id can be used for removing an added resistance target using remove_resistance_target effect  amount = 10 #original tag of new country
  occupied = GER #if set, the resistance target will only apply if the occupied country is GER
  occupier = ENG #if set, the resistance target will only apply if the occupier country is ENG
  days = 42 #if set the newly added resistance target will be only active for this many days
  tooltip = "BLABLA" #tooltip loc key to display in resistance target tooltips
}
```
### Entity: National Focus
Tree: kor_focus
Component: KOR_naval_mine_warfare
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_naval_mine_warfare
	prerequisite = {
		focus = KOR_cruiser_focus KOR_destroyer_focus
	}
	relative_position_id = KOR_cruiser_focus
	icon = GFX_focus_generic_mine_warfare
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = ENG_anti_non_contact_committee
			bonus = 1.0
			uses = 1
			category = naval_minelaying
		} {
			name = ENG_anti_non_contact_committee
			bonus = 1.0
			uses = 2
			category = naval_minesweeping
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: jordan.10
Constructs: is_triggered_only, set_country_flag, complete_national_focus, set_politics, add_popularity
Source: game
File: events/Jordan.txt

Code:
country_event = {
	id = jordan.10
	title = jordan.10.t
	desc = jordan.10.d
	picture = GFX_report_event_por_salazar_franco1
	is_triggered_only = yes
	option = {
		name = jordan.10.a
		set_country_flag = JOR_army_won
		complete_national_focus = JOR_army_victory
		effect_tooltip = {
			promote_character = JOR_habis_majali
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.3
			}
		}
	} {
		name = jordan.10.b
		set_country_flag = JOR_utaybah_won
		complete_national_focus = JOR_utaybah_victory
		effect_tooltip = {
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.3
			}
		}
	}
}
### Entity: Doctrine
Component: self_propelled_support
Constructs: xp_cost, has_dlc, maximum_speed
Source: game
File: common/doctrines/subdoctrines/land/combat_support_subdoctrines.txt

Code:
self_propelled_support = {
	track = combat_support
	name = SUBDOCTRINE_SELF_PROPELLED_SUPPORT
	description = SUBDOCTRINE_SELF_PROPELLED_SUPPORT_DESC
	icon = GFX_doctrine_self_propelled_support_medium
	xp_cost = 100
	xp_type = army
	available = {

	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	ai_will_do = {
		base = 0
	}
	category_self_propelled_artillery = {
		soft_attack = 0.1
	}
	category_self_propelled_anti_air = {
		air_attack = 0.1
	}
	category_tank_destroyers = {
		hard_attack = 0.05
	}
	rewards = {
		mobile_battery_management_platoons = {
			category_self_propelled_artillery = {
				max_organisation = 10
			}
			category_self_propelled_anti_air = {
				max_organisation = 10
			}
			category_tank_destroyers = {
				max_organisation = 10
			}
		}
		screening_attacks = {
			recon = {
				battalion_mult = {
					category = category_self_propelled_artillery
					soft_attack = 0.1
					default_morale = 0.1
				}
			}
			mot_recon = {
				battalion_mult = {
					category = category_self_propelled_artillery
					soft_attack = 0.1
					default_morale = 0.1
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_self_propelled_artillery
					soft_attack = 0.1
					default_morale = 0.1
				}
			}
		}
		all_terrain_mobility = {
			category_self_propelled_artillery = {
				maximum_speed = 0.3
			}
			category_self_propelled_anti_air = {
				maximum_speed = 0.3
			}
			category_tank_destroyers = {
				maximum_speed = 0.3
			}
		}
		multirole_support_vehicles = {
			category_tank_destroyer_regimental_support = {
				max_organisation = 10
				hard_attack = 0.1
				breakthrough = 0.2
			}
			category_self_propelled_anti_air_regimental_support = {
				max_organisation = 10
				air_attack = 0.1
				breakthrough = 0.2
			}
		}
		shoot_and_scoot = {
			category_self_propelled_artillery = {
				max_organisation = 5
				default_morale = 0.15
				soft_attack = 0.05
			}
			category_self_propelled_anti_air = {
				max_organisation = 5
				default_morale = 0.15
				air_attack = 0.05
			}
			category_tank_destroyers = {
				max_organisation = 5
				default_morale = 0.15
				hard_attack = 0.05
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_conquer_turkey
Constructs: prerequisite, completion_reward, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_conquer_turkey
	icon = GFX_focus_generic_attack_turkey
	prerequisite = {
		focus = IRQ_Mawtini
	}
	mutually_exclusive = {
		focus = IRQ_ally_the_turkish_communists
	}
	relative_position_id = IRQ_Mawtini
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	available = {
		r56_script_i_am_sane = yes
		TUR = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		TUR = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = TUR
			expire = 0
			generator = {
				413
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Wiki Documentation
Construct: b
Source: wiki
File: wiki/Special%3ARecentChanges.html

Doc:
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes

Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 days
Hide minor edits | Show bots | Hide anonymous users | Hide registered users | Hide my edits
Show new changes starting from 15:16, 13 April 2016

Namespace: |
### Entity: Idea
Component: AST_R56_australias_natural_wealth_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_australias_natural_wealth_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_exploit_mines
	modifier = {
		local_resources_factor = 0.15
	}
}
### Entity: Event
Component: albania.12
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: events/Albania.txt

Code:
country_event = {
	id = albania.12
	title = albania.12.t
	desc = albania.12.d
	picture = GFX_report_event_france_parade
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = albania.12.a
		add_political_power = -80
		army_experience = 10
	} {
		name = albania.12.b
		ITA = {
			add_opinion_modifier = {
				target = ALB
				modifier = medium_decrease
			}
			add_political_power = -20
		}
	}
}
### Entity: Country History
Country: PAK
Component: PAK_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/PAK - Pakistan.txt

Code:
# Leaders & Characters for PAK
recruit_character = PAK_acd2 PAK_fascist_guy PAK_ncs PAK_nccr PAK_aco2 PAK_communist_guy PAK_ai2 PAK_ar PAK_coi PAK_acas PAK_acgs PAK_aa2 PAK_democratic_guy PAK_acr PAK_stc PAK_awt PAK_pot PAK_mt PAK_ncm PAK_nt
create_country_leader = {
	name = Qazi Muhammad Essa
	picture = GFX_Portrait_RAJ_Political_Leader_Generic_2
	expire = 1960.1.1
	ideology = centrism
	traits = {

	}
}
{
	name = Haji Mohammad Danesh
	picture = GFX_Portrait_RAJ_Political_Leader_Generic_2
	expire = 1960.1.1
	ideology = marxism
	traits = {

	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_military_affairs_commission
Constructs: add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_military_affairs_commission
	icon = GFX_focus_secret_rearmament
	x = 10
	y = 0
	relative_position_id = CHI_three_principles_of_the_people
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CHI_military_affairs_commission
	}
}
### Entity: Event
Component: recruit_generals.21
Constructs: ai_chance, fire_only_once, has_decision, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.21
	title = recruit_generals.21.t
	desc = recruit_generals.21.desc
	picture = GFX_report_event_force_publique
	hidden = yes
	trigger = {
		has_decision = try_to_recruit_scottish_officers
	}
	mean_time_to_happen = {
		days = 6
	}
	fire_only_once = yes
	option = {
		name = recruit_generals.21.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.22
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				SCO = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Character
Component: comintern_workhorse
Source: game
File: common/country_leader/00_traits.txt

Code:
comintern_workhorse = {
	random = no
	opinion_gain_monthly_same_ideology_factor = 1.0
	subversive_activites_upkeep = -0.5
}
### Entity: Event
Component: quebec.19
Constructs: is_triggered_only, add_stability, fire_only_once, add_political_power
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.19
	title = quebec.19.t
	desc = quebec.19.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.19.a
		add_political_power = -50
		add_stability = -0.05
	}
}
### Entity: Character
Component: INS_mohammad_hatta
Source: game
File: common/characters/INS.txt

Code:
INS_mohammad_hatta = {
	name = INS_mohammad_hatta
	portraits = {
		civilian = {
			large = GFX_portrait_INS_mohammad_hatta
			small = GFX_portrait_INS_mohammad_hatta_small
		}
	}
}
### Entity: Modifier Reference
Component: SWE_bus
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
SWE_bus = {
	icon = GFX_peace_conf_icons
	army_defence_factor = 0.05
}
### Entity: Idea
Component: GER_shatter_USA_hegemony_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_shatter_USA_hegemony_ns = {
	name = GER_shatter_USA_hegemony
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = GER_attack_usa
	modifier = {
		naval_invasion_prep_speed = 0.25
		naval_invasion_penalty = -0.15
	}
	targeted_modifier = {
		tag = USA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Operation
Component: operation_steal_tech_civilian
Constructs: has_war, limit, has_war_with, has_operation_token, operation_cost, remove_operation_token, random_list, has_facility_specialization
Source: game
File: common/operations/00_operations.txt

Code:
operation_steal_tech_civilian = {
	icon = GFX_operations_steal_blueprints
	map_icon = GFX_operations_steal_blueprints_map
	name = operation_steal_tech_civilian
	desc = operation_steal_tech_civilian_desc
	priority = 12
	days = 120
	network_strength = 35
	operatives = 3
	cost_multiplier = 0.05
	visible = {
		num_of_operatives = > 0
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		has_operation_token = {
			tag = FROM
			token = token_civilian
		}
	}
	equipment = {

	}
	required_tokens = {
		token_civilian
	}
	risk_chance = 0.2
	experience = 2
	outcome_extra_chance = 0.25
	risk_modifiers = {
		operation_steal_tech_risk operation_risk
	}
	outcome_modifiers = {
		operation_steal_tech_outcome operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	outcome_execute = {
		ROOT = {
			steal_random_tech_bonus = {
				folder = electronics_folder industry_folder
				bonus = 3.0
				name = operation_steal_tech_civilian
				target = FROM
				dynamic = yes
				instant = yes
				uses = 1
			}
			remove_operation_token = {
				tag = FROM
				token = token_civilian
			}
		}
	}
	outcome_extra_execute = {
		random_list = {
			33 = {
				ROOT = {
					steal_random_tech_bonus = {
						folder = electronics_folder industry_folder
						bonus = 3.0
						ahead_reduction = 2
						dynamic = yes
						instant = yes
						name = operation_steal_tech_civilian
						target = FROM
						uses = 1
					}
					if = {
						limit = {
							FROM = {
								has_facility_specialization = specialization_nuclear
							}
						}
						add_breakthrough_progress = {
							specialization = specialization_nuclear
							value = 0.1
						}
					}
				}
			}
			67 = {
				ROOT = {
					steal_random_tech_bonus = {
						folder = electronics_folder industry_folder
						bonus = 3.0
						ahead_reduction = 1
						dynamic = yes
						instant = yes
						name = operation_steal_tech_civilian
						target = FROM
						uses = 1
					}
				}
			}
		}
	}
	outcome_potential = {
		ROOT = {
			steal_random_tech_bonus = {
				folder = electronics_folder industry_folder
				bonus = 3.0
				dynamic = yes
				instant = yes
				name = operation_steal_tech_civilian
				target = FROM
				uses = 1
			}
		}
		custom_effect_tooltip = operation_outcome_consumes_token_tt
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
		}
		infiltration_paradrop
# ... (truncated)
### Entity: Event
Component: lithuania.111
Constructs: is_triggered_only, ai_chance, add_stability
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.111
	title = lithuania.109.t
	desc = lithuania.109.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.110.a
		ai_chance = {
			base = 100
		}
		add_stability = -0.1
	}
}
### Entity: Character
Component: artillery_producer_offense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
artillery_producer_offense_2 = {
	random = no
	equipment_bonus = {
		artillery_equipment = {
			soft_attack = 0.15
			breakthrough = 0.1
		}
		rocket_artillery_equipment = {
			soft_attack = 0.15
			breakthrough = 0.1
		}
		anti_tank_equipment = {
			hard_attack = 0.15
			breakthrough = 0.1
		}
		anti_air_equipment = {
			air_attack = 0.15
			hard_attack = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: INS_loyalist_events.21
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.21
	title = INS_loyalist_events.21.t
	desc = INS_loyalist_events.21.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.21.a
	}
}
### Entity: Raid
Component: pathfinder_raid
Constructs: has_war_with, is_major, has_dlc, has_tech, has_naval_invasion_against_state, is_coastal, add_raid_history_entry, add_divisional_commander_xp
Source: game
File: common/raids/paratrooper_raids.txt

Code:
pathfinder_raid = {
	days_to_prepare = 30
	category = paratrooper_raids
	custom_map_icon = GFX_raid_type_icon_other_raid
	ai_will_do = {
		base = 4
		modifier = {
			factor = 2
			FROM = {
				is_major = yes
			}
		} {
			factor = 2
			is_major = yes
		}
	}
	command_power = 25
	allowed = {
		has_dlc = Gotterdammerung
	}
	visible = {
		has_tech = paratroopers
	}
	show_target = {
		has_war_with = FROM
		has_naval_invasion_against_state = var:target_state
	}
	available = {
		has_naval_invasion_against_state = {
			state = var:target_state
			preparation = > 0.1
		}
	}
	launchable = {
		has_war_with = FROM
		has_naval_invasion_against_state = {
			state = var:target_state
			preparation = > 0.95
		}
	}
	unit_requirements = {
		battalion_types = {
			paratrooper = {
				min = 3
			}
		}
	}
	essential_equipment = {
		transport_plane_equipment = 10
	}
	additional_equipment = {
		support_equipment = 200
	}
	target_type = {
		state = {
			is_coastal = yes
		}
	}
	target_icon = GFX_other_target_icon
	target_loc_key = raid_target_name_pathfinder_raid
	launch_sound = raid_launch_paratrooper
	arrow = {
		type = air
	}
	unit_model = {
		equipment = air_transport
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.6
			experience = {
				weight = 0.05
				start_weight = -0.05
				reference = 0.5
			}
			organisation = {
				weight = 0.05
				start_weight = -0.05
				reference = 100
			}
			strength = {
				weight = 0.05
				start_weight = -0.05
				reference = 1
			}
			recon = {
				weight = 0.05
				reference = 10
			}
			resistance = {
				reference = 100
				start_reference = 20
				weight = 0.5
			}
			air_superiority = {
				reference = 1
				weight = 0.25
				start_weight = -0.25
			}
			anti_air = {
				reference = 5
				weight = -0.2
			}
			interception = {
				reference = 500
				weight = -0.2
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
		critical = {
			base = 0.15
		}
	}
	success_levels = {
		failure = {
			victim_effects = {

			}
			actor_effects = {
				raid_damage_units = {
					org_damage = 100
					str_damage = 50
				}
				raid_add_unit_experience = 0.05
				add_raid_history_entry = yes
			}
			division_effects = {
				add_divisional_commander_xp = 50
			}
			visual_effect = {
				entity = raid_failed_entity
				animation = attack
			}
		}
		limited_success = {
			victim_effects = {
		
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ATrade_Chromoium.jpg.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Trade_Chromoium.jpg &#8206;(540 × 700 pixels, file size: 110 KB, MIME type: image/jpeg)
### Entity: Event
Component: arabia.18
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Saudi.txt

Code:
country_event = {
	id = arabia.18
	title = arabia.18.t
	desc = arabia.18.d
	picture = GFX_report_event_MON_diplomats_table_discussion
	is_triggered_only = yes
	option = {
		name = arabia.18.a
		add_opinion_modifier = {
			target = ENG
			modifier = accepted_our_demands
		}
		transfer_state = 453
		diplomatic_relation = {
			country = TUR
			relation = non_aggression_pact
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_purge_the_party
Constructs: prerequisite, has_government, completion_reward, random_hours
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_purge_the_party
	icon = GFX_focus_generic_conspiracy
	prerequisite = {
		focus = ITA_consolidate_power
	} {
		focus = ITA_stop_the_squandering
	}
	relative_position_id = ITA_stop_the_squandering
	x = 1
	y = 1
	cost = 5
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ROOT = {
			country_event = {
				id = BBA_italy_purge_the_party.1
				hours = 8
				random_hours = 6
			}
		}
	}
}
### Entity: Scripted Effect
Component: PAL_update_mil_civ_ideas
Constructs: limit, add_ideas, remove_ideas, check_variable, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/PAL_scripted_effects.txt

Code:
PAL_update_mil_civ_ideas = {
	if = {
		limit = {
			check_variable = {
				PAL_civilian2 = > 79
			}
			NOT = {
				has_idea = PAL_high_civilian_power_idea
			}
		}
		if = {
			limit = {
				has_idea = PAL_medium_civilian_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_medium_civilian_power_idea
				add_idea = PAL_high_civilian_power_idea
			}
		}
		else_if = {
			limit = {
				has_idea = PAL_slight_civilian_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_slight_civilian_power_idea
				add_idea = PAL_high_civilian_power_idea
			}
		}
		else = {
			add_ideas = PAL_high_civilian_power_idea
		}
	} {
		limit = {
			check_variable = {
				PAL_military2 = > 79
			}
			NOT = {
				has_idea = PAL_high_military_power_idea
			}
		}
		if = {
			limit = {
				has_idea = PAL_medium_military_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_medium_military_power_idea
				add_idea = PAL_high_military_power_idea
			}
		}
		else_if = {
			limit = {
				has_idea = PAL_slight_military_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_slight_military_power_idea
				add_idea = PAL_high_military_power_idea
			}
		}
		else = {
			add_ideas = PAL_high_military_power_idea
		}
	}
	else_if = {
		limit = {
			check_variable = {
				PAL_civilian2 = > 59
			} {
				PAL_civilian2 = < 80
			}
			NOT = {
				has_idea = PAL_medium_civilian_power_idea
			}
		}
		if = {
			limit = {
				has_idea = PAL_high_civilian_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_high_civilian_power_idea
				add_idea = PAL_medium_civilian_power_idea
			}
		}
		else_if = {
			limit = {
				has_idea = PAL_slight_civilian_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_slight_civilian_power_idea
				add_idea = PAL_medium_civilian_power_idea
			}
		}
		else = {
			add_ideas = PAL_medium_civilian_power_idea
		}
	} {
		limit = {
			check_variable = {
				PAL_civilian2 = > 49
			} {
				PAL_civilian2 = < 60
			}
			NOT = {
				has_idea = PAL_slight_civilian_power_idea
			}
		}
		if = {
			limit = {
				has_idea = PAL_high_civilian_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_high_civilian_power_idea
				add_idea = PAL_slight_civilian_power_idea
			}
		}
		else_if = {
			limit = {
				has_idea = PAL_medium_civilian_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_medium_civilian_power_idea
				add_idea = PAL_slight_civilian_power_idea
			}
		}
		else = {
			
# ... (truncated)