Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ENG_USA_onto_the_beaches_4
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_USA_onto_the_beaches_4 = {
	allowed = {
		OR = {
			original_tag = USA ENG
		}
		is_historical_focus_on = yes
	}
	enable = {
		date = > 1944.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_invasion_focus
		value = 20
	}
}
### Entity: Event
Component: cuba.23
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.23
	picture = GFX_report_event_gre_allied_diplomacy_military
	title = cuba.23.t
	desc = cuba.23.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = cuba.23.a
		ai_chance = {
			base = 10
		}
		diplomatic_relation = {
			country = CUB
			relation = non_aggression_pact
			active = yes
		} {
			country = CUB
			relation = guarantee
			active = yes
		}
		CUB = {
			diplomatic_relation = {
				country = DOM
				relation = guarantee
				active = yes
			}
		} {
			country_event = {
				id = cuba.24
				hours = 6
			}
		}
	} {
		name = cuba.23.b
		ai_chance = {
			base = 1
		}
		CUB = {
			country_event = {
				id = cuba.25
				hours = 6
			}
		}
	}
}
### Entity: AI Strategy
Component: generic_escort_fleet_3
Source: game
File: common/ai_navy/fleet/generic_fleet_templates.txt

Code:
generic_escort_fleet_3 = {
	required_taskforces = {
		ConvoyEscort_1 = 2
	}
	optional_taskforces = {
		ConvoyEscort_1 = 1
	}
}
### Entity: Country History
Country: ADU
Component: ADU_technology
Constructs: set_technology
Source: game
File: history/countries/ADU - Andalusia.txt

Code:
# Starting Technologies for ADU
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Name List
Component: CAM
Source: game
File: common/names/r56_names.txt

Code:
CAM = {
	male = {
		names = {
			Manthaturath Anurutha Unkeo Sukha Chantha Unkham Sakkarin Sisavang Setthathirath Nanthasen Ong Phraya
		}
	}
	female = {
		names = {
			Arunny Bopha Botum Chanmony Chanlina
		}
	}
	surnames = {
		Vong Kuman Söm Bun Supho Long Intharavong Anuvong
	}
	callsigns = {
		Goose Iceman Maverick Apollo Animal Boom-Boom Badger Brick Cajun Challenger Chip Eagle Ghost Hawk Jaws Moses Mad Dog
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_ftr_bonus_trigger
Constructs: set_temp_variable, has_deployed_air_force_size
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_ftr_bonus_trigger = {
	set_temp_variable = {
		tmp = num_of_military_factories
	}
	multiply_temp_variable = {
		tmp = 30
	}
	OR = {
		has_deployed_air_force_size = {
			type = fighter
			size = < 400
		}
		meta_trigger = {
			text = {
				has_deployed_air_force_size = {
					type = fighter
					size = < [x]
				}
			}
			x = [?tmp|.0]
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.70
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_flag, add_opinion_modifier, fire_only_once, is_faction_leader
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.70
	title = DOD_yugoslavia.70.t
	desc = DOD_yugoslavia.70.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = DOD_yugoslavia.70.a
		ai_chance = {
			factor = 10
		}
		add_opinion_modifier = {
			target = YUG
			modifier = tripartite_pact_opinion
		}
		reverse_add_opinion_modifier = {
			target = YUG
			modifier = tripartite_pact_opinion
		}
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					has_government = democratic
					NOT = {
						has_country_flag = has_already_decided_yugo_coup_flag
					}
				}
			}
			ENG = {
				country_event = {
					id = DOD_yugoslavia.702
					days = 20
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = {
					id = DOD_yugoslavia.702
					days = 20
				}
			}
		}
	} {
		name = DOD_yugoslavia.70.b
		ai_chance = {
			factor = 0
		}
		YUG = {
			country_event = {
				id = DOD_yugoslavia.701
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: GUA_tomas_mendoza_urribe
Source: game
File: common/characters/GUA.txt

Code:
GUA_tomas_mendoza_urribe = {
	advisor = {
		slot = navy_chief
		idea_token = GUA_tomas_mendoza_urribe
		allowed = {
			original_tag = GUA
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Tomas Mendoza Urribe
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_defend_the_new_borders
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_defend_the_new_borders
	prerequisite = {
		focus = BUL_demand_vardaria
	} {
		focus = BUL_demand_southern_territories
	} {
		focus = BUL_demand_dobrudja
	}
	relative_position_id = BUL_demand_southern_territories
	icon = GFX_focus_BUL_defend_bulgaria
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_full_control_of_state = 77 106 803 184 731
	}
	completion_reward = {
		731 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 936
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 966
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 3844
				instant_build = yes
			}
		}
		106 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 974
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 11856
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 833
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 867
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 3882
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 907
				instant_build = yes
			}
		}
		48 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 935
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 965
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 9771
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 11754
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 739
				instant_build = yes
			}
		}
		211 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 9612
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 9888
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 9902
				instant_build = yes
			}
		}
		77 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 9614
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 11597
				instant_build = yes
			}
		}
		184 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 11905
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: RAJ_mir_osman_ali_khan
Constructs: has_completed_focus, has_country_leader, has_character_flag, is_mughal_emperor
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_mir_osman_ali_khan = {
	name = RAJ_mir_osman_ali_khan
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_mir_osman_ali_khan
			small = GFX_portrait_RAJ_mir_osman_ali_khan_small
		}
		army = {
			large = GFX_portrait_RAJ_mir_osman_ali_khan
			small = GFX_portrait_RAJ_mir_osman_ali_khan_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			RAJ_GOE_patron_of_education
		}
		expire = 1965.1.1.1
		id = -1
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			OR = {
				AND = {
					original_tag = HYD
					has_country_leader = {
						ruling_only = yes
						character = RAJ_mir_osman_ali_khan
					}
				} {
					original_tag = RAJ
					has_completed_focus = RAJ_mughal_court
				}
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_mir_osman_ali_khan
		allowed = {
			original_tag = RAJ
		}
		visible = {
			NOT = {
				has_character_flag = is_mughal_emperor
			}
		}
		traits = {
			RAJ_GOE_wealthy_philantrophist
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_kemalist_socialist_theory
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_kemalist_socialist_theory
	icon = GFX_focus_generic_air_defense
	mutually_exclusive = {
		focus = TUR_kemalism_and_the_modern_movement
	}
	prerequisite = {
		focus = TUR_rehabilitate_the_kadro_movement
	}
	x = 4
	y = 1
	relative_position_id = TUR_rehabilitate_the_kadro_movement
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TUR_sevket_sureyya_aydemir
	}
}
### Entity: National Focus
Component: GERK_all_terrain_military_motorcycle
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, has_tech, add_equipment_bonus, build_cost_ic
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus = {
	id = GERK_all_terrain_military_motorcycle
	text = GER_all_terrain_military_motorcycle
	icon = GFX_focus_generic_motor_cycle
	relative_position_id = GERK_shocktroops
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = GERK_shocktroops
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = GER_all_terrain_military_motorcycle
			uses = 1
			bonus = 0.5
			category = military_police_tech
		}
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			if = {
				limit = {
					NOT = {
						has_tech = sp_armored_motorized_military_police_tech
					}
				}
				add_tech_bonus = {
					name = GER_all_terrain_military_motorcycle
					uses = 1
					bonus = 1
					technology = sp_armored_motorized_military_police_tech
				}
			}
			add_equipment_bonus = {
				name = GER_all_terrain_military_motorcycle
				bonus = {
					motorbike_equipment_1 = {
						build_cost_ic = -0.25
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: ITA_create_hugh_o_flaherty_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_create_hugh_o_flaherty_operative = {
	create_operative_leader = {
		name = Hugh O'Flaherty
		GFX = GFX_portrait_ITA_hugh_o_flaherty
		traits = {
			operative_escape_artist operative_natural_orator operative_linguist
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ITA IRE
		}
	}
}
### Entity: Character
Component: KUW_fascist_guy
Constructs: has_government
Source: game
File: common/characters/KUW.txt

Code:
KUW_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = KUW_fascist_guy
		allowed = {
			original_tag = KUW
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: Character
Component: heavy_tank_producer_mass_0
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
heavy_tank_producer_mass_0 = {
	random = no
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.05
		}
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.05
		}
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.05
		}
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: rt56.balkan_pact.1
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, is_historical_focus_on, is_justifying_wargoal_against, is_in_faction_with
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.balkan_pact.1
	title = rt56.balkan_pact.1.t
	desc = rt56.balkan_pact.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.balkan_pact.1.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				is_historical_focus_on = yes
			} {
				factor = 0
				FROM = {
					is_justifying_wargoal_against = ROOT
				}
			}
		}
		effect_tooltip = {
			FROM = {
				diplomatic_relation = {
					country = ROM
					relation = non_aggression_pact
					active = yes
				}
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = rt56.balkan_pact.2
			}
		}
	} {
		name = rt56.balkan_pact.1.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				has_government = communism
			} {
				factor = 4
				is_in_faction_with = BUL
			}
		}
		effect_tooltip = {
			ROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = betrayed_balkan_pact
				}
				diplomatic_relation = {
					country = ROOT
					relation = guarantee
					active = no
				}
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = rt56.balkan_pact.3
			}
		}
	}
}
### Entity: Character
Component: NZL_norris_stephen_falla
Source: game
File: common/characters/NZL.txt

Code:
NZL_norris_stephen_falla = {
	name = NZL_norris_stephen_falla
	portraits = {
		army = {
			small = GFX_idea_NZL_norris_stephen_falla
		}
	}
	advisor = {
		slot = high_command
		idea_token = NZL_norris_stephen_falla
		ledger = army
		allowed = {
			original_tag = NZL
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_safeguard_the_rights_to_unionize
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_safeguard_the_rights_to_unionize
	icon = GFX_generic_goal_communist_reforms
	prerequisite = {
		focus = QUE_liberals_legacy_saved
	}
	relative_position_id = QUE_liberals_legacy_saved
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = democratic
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = QUE_bust_down_the_unions
			}
			add_stability = -0.1
			add_political_power = -100
		}
		else = {
			add_political_power = 25
		}
		add_ideas = QUE_unions_hapi
		add_popularity = {
			popularity = 0.05
			ideology = communism
		}
		custom_effect_tooltip = QUE_unions_angy
		effect_tooltip = {
			add_stability = -0.1
			add_political_power = -100
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: 9a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 9a Brigada Legionario
	location = 813
	division_template = Brigada Legionario
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_marines_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_marines_focus
	icon = GFX_goal_generic_amphibious_assault
	x = 11
	y = 4
	cost = 10
	prerequisite = {
		focus = CHL_naval_doctrine
	} {
		focus = CHL_andean_warfare
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 3
			uses = 1
			category = r56_marines_infantry_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: Guangzhou Jingbei
Constructs: division_template
Source: game
File: history/units/GXC_1936.txt

Code:
division = {
	name = Guangzhou Jingbei
	location = 1047
	division_template = Juntuán
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_proclaim_a_polynesian_protectorate
Constructs: prerequisite, add_ideas, owns_state, add_stability, completion_reward, set_capital, add_state_core, set_global_flag
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_proclaim_a_polynesian_protectorate
	icon = GFX_focus_generic_support_the_left_right
	cost = 10
	x = -1
	y = 2
	relative_position_id = SAM_request_british_polynesia
	available = {
		owns_state = 726 636 629 630 631 641 734
	}
	prerequisite = {
		focus = SAM_request_hawaii
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = -0.35
		set_capital = {
			state = 629
			remember_old_capital = no
		}
		custom_effect_tooltip = form_country_polynesia_coring_states_tt
		hidden_effect = {
			add_state_core = 636 734 643 641 630 629 631
			add_ideas = generic_recent_political_unification generic_recent_army_unification generic_recent_economic_unification
			set_global_flag = form_polynesia_flag
		}
		set_cosmetic_tag = PLY
	}
}
### Entity: AI Strategy
Component: r56_SOV_save_some_guns_in_the_back_for_german_invasion
Constructs: has_war, limit, is_major, is_historical_focus_on, save_equipment
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_save_some_guns_in_the_back_for_german_invasion = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = > 1940.12.1 < 1941.8.1
		is_historical_focus_on = yes
		ROOT = {
			is_major = yes
			exists = yes
			surrender_progress = < 0.1
		}
		if = {
			limit = {
				ROOT = {
					has_war = yes
				}
			}
			any_enemy_country = {
				is_major = no
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = save_equipment
		id = infantry_equipment
		value = 1
	} {
		type = save_equipment
		id = artillery_equipment
		value = 1
	} {
		type = save_equipment
		id = medium_tank_chassis
		value = 1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_cyrus_initiative
Constructs: prerequisite, limit, completion_reward, allow_branch, has_facility_specialization, is_fully_controlled_by, add_building_construction, add_breakthrough_progress
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_cyrus_initiative
	icon = GFX_focus_PER_cyrus_initiative
	prerequisite = {
		focus = PER_import_rocketry
	}
	x = -2
	y = 1
	relative_position_id = PER_import_rocketry
	cost = 10
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_facility_specialization = specialization_land
				}
			}
			IF = {
				limit = {
					266 = {
						is_fully_controlled_by = ROOT
						can_construct_building = land_facility
					}
				}
				266 = {
					add_building_construction = {
						type = land_facility
						level = 1
						instant_build = yes
						province = 10768
					}
				}
				add_breakthrough_progress = {
					specialization = specialization_land
					value = 0.25
				}
			}
			ELSE = {
				random_owned_controlled_state = {
					limit = {
						can_construct_building = land_facility
					}
					construct_building_in_random_province = {
						land_facility = 1
					}
				}
				add_breakthrough_progress = {
					specialization = specialization_land
					value = 0.25
				}
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_land
				value = 1
			}
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_disband_the_tsongdu
Constructs: prerequisite, has_country_flag, add_stability, completion_reward, is_historical_focus_on, add_popularity, add_timed_idea, clr_country_flag
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_disband_the_tsongdu
	icon = GFX_focus_LAT_suspend_constitution_of_latvia
	prerequisite = {
		focus = TIB_convene_the_tsongdu
	}
	relative_position_id = TIB_convene_the_tsongdu
	mutually_exclusive = {
		focus = TIB_appoint_thutob_regent
	}
	x = -5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		has_country_flag = TIB_the_tsongdu_disbands
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		add_timed_idea = {
			idea = TIB_political_power_vacuum
			days = 180
		}
		clr_country_flag = TIB_the_tsongdu_disbands
	}
}
### Entity: Event
Component: bftb_greece.19
Constructs: limit, has_country_flag, fire_only_once, check_variable, set_country_flag, clr_country_flag, clear_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.19
	title = bftb_greece.19.t
	desc = bftb_greece.19.desc
	picture = GFX_report_event_gre_diplomacy
	fire_only_once = yes
	trigger = {
		original_tag = GRE
		has_country_flag = GRE_deciding_on_armenia
		check_variable = {
			var = global.convention_ayes
			value = 2
			compare = greater_than_or_equals
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention
					NOT = {
						has_country_flag = GRE_france_attending_convention GRE_italy_attending_convention
					}
				}
				country_event = {
					id = bftb_greece.24
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.223
						days = 7
					}
				}
			}
			else_if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention GRE_france_attending_convention
					NOT = {
						has_country_flag = GRE_italy_attending_convention
					}
				}
				country_event = {
					id = bftb_greece.24
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.223
						days = 7
					}
				}
				FRA = {
					country_event = {
						id = bftb_greece.223
						days = 7
					}
				}
			} {
				limit = {
					has_country_flag = GRE_attending_megali_convention GRE_italy_attending_convention
					NOT = {
						has_country_flag = GRE_france_attending_convention
					}
				}
				country_event = {
					id = bftb_greece.21
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.223
						days = 7
					}
				}
				ITA = {
					country_event = {
						id = bftb_greece.223
						days = 7
					}
				}
			} {
				limit = {
					has_country_flag = GRE_attending_megali_convention GRE_britain_attending_convention GRE_france_attending_convention GRE_italy_attending_convention
				}
				country_event = {
					id = bftb_greece.21
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.223
						days = 7
					}
				}
				FRA = {
					country_event = {
						id = bftb_greece.223
						days = 7
					}
				}
				ITA = {
					country_event = {
						id = bftb_greece.223
						days = 7
					}
				}
			}
		}
	}
	option = {
		name = bftb_greece.19.a
		hidden_effect = {
			set_country_flag = GRE_british_armenia
			clr_country_flag = GRE_deciding_on_armenia
			clear_variable = global.convention_ayes global.convention_na
# ... (truncated)
### Entity: Idea
Component: rhineland_challenge_met
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
rhineland_challenge_met = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.1
		drift_defence_factor = -0.5
		political_power_cost = 0.2
	}
}
### Entity: State History
Component: 1081
Constructs: add_core_of
Source: game
File: history/states/1081 - Otago.txt

Code:
state = {
	id = 1081
	name = STATE_1081
	manpower = 114181
	resources = {
		tungsten = 1
	}
	state_category = rural
	history = {
		owner = NZL
		add_core_of = NZL
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			2211 2
		} {
			8241 1
		}
	}
	provinces = {
		2211 8232 8241 12988 12980
	}
	local_supplies = 0.0
}