Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: JAP_RIVER_MOUNTAIN
Source: game
File: common/units/names_ships/JAP_ship_names.txt

Code:
JAP_RIVER_MOUNTAIN = {
	name = NAME_THEME_RIVER_MOUNTAIN
	for_countries = {
		JAP
	}
	type = ship
	unique = {
		Asama Furutaka Kako Aoba Kinugasa Myoko Nachi Haguro Ashigara Takao Atago Maya Chokai Mogami Mikuma Suzuya Kumano Tone Chikuma Ibuki Yodo Hirado Yahagi Tenryu Tatsuta Kuma Tama Kitakami Oi Kiso Nagara Isuzu Natori Yura Kinu Abukuma Yubari Sendai Jintsu Naka Agano Noshiro Yahagi Sakawa Oyodo Ayase Minase Otonase
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_heavy_air_focus
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_heavy_air_focus
	icon = GFX_goal_generic_air_heavy_fighter2_new
	relative_position_id = MPL_form_air_service
	x = 1
	y = 1
	prerequisite = {
		focus = MPL_form_air_service
	}
	mutually_exclusive = {
		focus = MPL_light_air_focus
	}
	cost = 10
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = MPL_heavy_air_focus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = MPL_heavy_air_focus
			category = cat_strategic_bomber
			uses = 1
			bonus = 1
			ahead_reduction = 0.5
		} {
			name = MPL_heavy_air_focus
			category = tactical_bomber
			uses = 1
			bonus = 1
			ahead_reduction = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: idea_PAR_very_high_military_spending
Constructs: removal_cost
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_very_high_military_spending = {
	picture = chi_hyper_inflation5
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_army = 0.2
		command_power_gain_mult = 0.15
		army_advisor_cost_factor = -0.2
		consumer_goods_factor = 0.2
		weekly_manpower = 200
	}
}
### Entity: Character
Component: PNG_nt
Source: game
File: common/characters/PNG.txt

Code:
PNG_nt = {
	advisor = {
		slot = theorist
		idea_token = PNG_nt
		ledger = navy
		allowed = {
			original_tag = PNG
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Scripted Effect
Component: FIN_create_operative_hella_wuolijok
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_create_operative_hella_wuolijok = {
	create_operative_leader = {
		name = Hella Wuolijok
		GFX = GFX_portrait_FIN_hella_wuolijok
		traits = {
			operative_well_groomed operative_escape_artist
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			FIN EST
		}
	}
}
### Entity: Event
Component: lar_spain.72
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.72
	title = lar_spain.72.t
	desc = lar_spain.72.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = lar_spain.72.a
		effect_tooltip = {
			FROM = {
				diplomatic_relation = {
					country = ROOT
					relation = non_aggression_pact
					active = yes
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: finish_decision
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## finish_decision
* Arguments: <decision id> or "all"

Finish timed missions instantly
### Entity: Idea
Component: ITA_move_toward_autarky
Constructs: removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_move_toward_autarky = {
	name = ITA_move_toward_autarky
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_local_self_management
	modifier = {
		local_resources_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: DEN_bop_absurdly_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_absurdly_high_increase_effect = {
	add_power_balance_value = {
		id = DEN_balance_of_power
		value = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_CV_navy_focus_FCV
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_CV_navy_focus_FCV = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/carrier = global.EAI_A_CV_DESIGN
		} {
			EAI_FOCUS/NAVY/carrier_OVERRIDE = global.EAI_A_CV_DESIGN
		}
		AND = {
			OR = {
				EAI_Carrier_Focus_FCV_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/carrier EAI_FOCUS/NAVY/carrier_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_bakongo_military_might
Constructs: prerequisite, has_government, add_war_support, completion_reward, is_subject, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_bakongo_military_might
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = COG_reestablish_the_royal_council
	}
	x = 0
	y = 1
	relative_position_id = COG_reestablish_the_royal_council
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = COG_royal_council_of_kongo_idea
			add_idea = COG_royal_council_of_kongo_2_idea
		}
	}
}
### Entity: Event
Component: denmark_overlord_events.5
Constructs: is_triggered_only, ai_chance, limit, has_government, add_political_power, is_historical_focus_on, has_dynamic_modifier, add_to_variable
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.5
	title = denmark_overlord_events.1.t
	desc = denmark_overlord_events.5.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.5.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				has_government = FROM
			}
		}
		add_political_power = -25
		FROM = {
			country_event = {
				id = denmark_overlord_events.6
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.5.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				OR = {
					has_government = fascism communism
				}
			} {
				factor = 2
				FROM = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = > 0.6
					}
				}
			} {
				factor = 2
				is_historical_focus_on = yes
			}
		}
		effect_tooltip = {
			FROM = {
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = DEN_occupation_laws_dynamic_modifier
						}
					}
					custom_effect_tooltip = DEN_modify_occupation_laws_dynamic_modifier
					add_to_variable = {
						DEN_occupation_laws_cic_to_overlord = 0.05
						tooltip = cic_to_overlord_factor_tt
					} {
						DEN_occupation_laws_mic_to_overlord = 0.05
						tooltip = mic_to_overlord_factor_tt
					} {
						DEN_occupation_laws_autonomy_gain = -0.1
						tooltip = autonomy_gain_tt
					}
				}
			}
		}
		unlock_decision_tooltip = DEN_demand_country_leader_resignation
		set_country_flag = DEN_overlord_can_demand_resignation_flag
		custom_effect_tooltip = DEN_deteriorating_subject_relations
		FROM = {
			country_event = {
				id = denmark_overlord_events.7
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_legislative_yuan
Constructs: prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_legislative_yuan
	icon = GFX_focus_chi_legislative_yuan
	prerequisite = {
		focus = CHI_sea_executive_yuan
	} {
		focus = CHI_sea_inter_party_coordination_council
	}
	x = 0
	y = 2
	relative_position_id = CHI_sea_executive_yuan
	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_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_executive_yuan
			add_idea = CHI_legislative_yuan
		}
		IF = {
			limit = {
				NOT = {
					has_character = CHI_kwong_jiang
				}
				CHI = {
					exists = no
					has_character = CHI_kwong_jiang
				}
			}
			CHI = {
				CHI_kwong_jiang = {
					set_nationality = ROOT
				}
			} {
				show_ideas_tooltip = CHI_kwong_jiang
			}
			custom_effect_tooltip = available_political_advisor
		}
	}
}
### Entity: Unit Template
Component: ENG_BC_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		ENG
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = HMS 
	fallback_name = Battlecruiser %s
	unique = {
		Anson Howe Jellicoe Beatty Resistance Incomparable Invincible Inflexible Indomitable Indefatigable Princess Royal Queen Mary Tiger Renown Repulse Courageous Glorious Furious Hood Rodney
	}
}
### Entity: Idea
Component: GER_replace_reichsmark_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_replace_reichsmark_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = great_depression
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Effect Reference
Construct: retire_country_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## retire_country_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
retires a country leader and removes him as leader of his party, making the next in line the new party and country leader
```
### Entity: Idea
Component: MAD_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_fascist_guy = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = MAD
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: bftb_bulgaria_equipment_purchases.9
Constructs: is_triggered_only, limit, has_dlc, has_tech, add_manpower, create_equipment_variant, create_ship
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_equipment_purchases.9
	title = bftb_bulgaria_equipment_purchases.9.t
	desc = bftb_bulgaria_equipment_purchases.9.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lar_portugal_purchase_ships.4.a
		custom_effect_tooltip = lar_portugal_purchase_ships.5.a_tt
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					FROM.FROM = {
						has_tech = advanced_ship_hull_light
					}
				}
				hidden_effect = {
					add_manpower = 1000
				}
				FROM.FROM = {
					create_equipment_variant = {
						name = Drazki Class
						type = ship_hull_light_4
						name_group = BUL_DD_HISTORICAL
						parent_version = 0
						modules = {
							fixed_ship_battery_slot = ship_light_battery_1
							fixed_ship_anti_air_slot = ship_anti_air_1
							fixed_ship_fire_control_system_slot = ship_fire_control_system_0
							fixed_ship_radar_slot = empty
							fixed_ship_engine_slot = light_ship_engine_2
							fixed_ship_torpedo_slot = ship_torpedo_1
							mid_1_custom_slot = ship_mine_layer_1
							rear_1_custom_slot = ship_depth_charge_1
						}
					}
				}
				create_ship = {
					type = ship_hull_light_4
					equipment_variant = Drazki Class
					creator = FROM.FROM
				} {
					type = ship_hull_light_4
					equipment_variant = Drazki Class
					creator = FROM.FROM
				}
			}
			else_if = {
				limit = {
					FROM.FROM = {
						has_tech = improved_ship_hull_light
					}
				}
				hidden_effect = {
					add_manpower = 800
				}
				FROM.FROM = {
					create_equipment_variant = {
						name = Drazki Class
						type = ship_hull_light_3
						name_group = BUL_DD_HISTORICAL
						parent_version = 0
						modules = {
							fixed_ship_battery_slot = ship_light_battery_1
							fixed_ship_anti_air_slot = ship_anti_air_1
							fixed_ship_fire_control_system_slot = ship_fire_control_system_0
							fixed_ship_radar_slot = empty
							fixed_ship_engine_slot = light_ship_engine_2
							fixed_ship_torpedo_slot = ship_torpedo_1
							mid_1_custom_slot = ship_mine_layer_1
							rear_1_custom_slot = ship_depth_charge_1
						}
					}
				}
				create_ship = {
					type = ship_hull_light_3
					equipment_variant = Drazki Class
					creator = FROM.FROM
				} {
					type = ship_hull_light_3
					equipment_variant = Drazki Class
					creator = FROM.FROM
				}
			} {
				limit = {
					FROM.
# ... (truncated)
### Entity: National Focus
Tree: ser_focus
Component: SER_army_maneuvers
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_army_maneuvers
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = SER_state_guard
	}
	x = 12
	y = 1
	relative_position_id = SER_state_guard
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SER_army_maneuvers
			cost_reduction = 0.75
			uses = 2
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: KMT_china_above_all
Constructs: war_support_factor, industrial_capacity_factory, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_china_above_all = {
	removal_cost = -1
	picture = chi_warlord_integration5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		is_subject = yes
	}
	on_remove = {

	}
	modifier = {
		political_power_factor = 0.05
		war_support_factor = 0.05
		offensive_war_stability_factor = 0.2
		industrial_capacity_factory = 0.1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_ADVISOR_pickorder_ITA
Constructs: limit, has_game_rule, set_temp_variable, check_variable, has_character, is_hired_as_advisor
Source: game
File: common/scripted_triggers/EAI_COUNTRY_advisor_triggers.txt

Code:
EAI_ADVISOR_pickorder_ITA = {
	has_game_rule = {
		rule = ITA_ai_behavior
		option = DEFAULT
	}
	set_temp_variable = {
		RANK = 1
	} {
		RANK = 2
	} {
		RANK = 3
	} {
		RANK = 4
	} {
		RANK = 6
	} {
		RANK = 5
	} {
		RANK = 5
	} {
		RANK = 7
	} {
		RANK = 8
	} {
		RANK = 9
	}
	if = {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ITA_adelchi_serena
		}
		OR = {
			AND = {
				ITA_adelchi_serena = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ITA_alberto_beneduce
		}
		OR = {
			AND = {
				ITA_alberto_beneduce = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			} {
				tmp_wants_mic = > 2
			}
			set_temp_variable = {
				tmp_wants_mic = EAI_BUILDING_build_num_MIC
			}
			subtract_from_temp_variable = {
				tmp_wants_mic = num_of_military_factories
			}
			has_character = ITA_giacomo_acerbo
		}
		OR = {
			AND = {
				ITA_giacomo_acerbo = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ITA_ugo_cavallero
		}
		OR = {
			AND = {
				ITA_ugo_cavallero = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ITA_inigo_campioni
		}
		OR = {
			AND = {
				ITA_inigo_campioni = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ITA_aldo_pellegrini
		}
		OR = {
			AND = {
				ITA_aldo_pellegrini = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RA
# ... (truncated)
### Entity: National Focus
Tree: swe_focus
Component: SWE_coastal_support
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_coastal_support
	icon = GFX_focus_SWE_coastal_support
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_rule_the_baltic
	}
	relative_position_id = SWE_rule_the_baltic
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = SWE_coastal_support
	}
}
### Entity: Effect Reference
Construct: unit_leader_event
Constructs: unit_leader_event, random_hours, random_days
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## unit_leader_event

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Fires a unit leader event for owner country.
Example:
unit_leader_event = {
	id = mtg_exile_leader_added.1 # The event to fire.
	# Optional Fields:
	hours = 12 # The number of hours to wait before firing the event.
	days = 5 # The number of days to wait before firing the event.
	months = 1 # The number of months to wait before firing the event, where a month is treated as 30 days.
		# Note:  hours, days, and months can all be used and will simply be added together.
	random_hours = 18 # A random amount of hours to be added to the delay before firing, from 0 up to but not including random_hours.
	random_days = 2 # A random amount of days to be added to the delay before firing, from 0 up to but one hour less than random_days.
		# Note:  random_hours and random_days can both be used and will simply be added together.
	random = 6 # Equivalent to random_hours; preserverd for backwards compatibility.
	random = { chance = 50 ... } # Specify a set of child effects to execute as part of this effect, with a percentage chance of randomly happening or not (as a group, not individually).
	tooltip = mtg_exile_leader_added.1.t # Manually specify which tooltip to use for this effect.
}

```
### Entity: Event
Component: axis_minors_bulgaria.71
Constructs: is_triggered_only, limit, add_ideas, has_idea
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.71
	title = axis_minors_bulgaria.71.t
	desc = axis_minors_bulgaria.71.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.71.a
		diplomatic_relation = {
			country = YUG
			relation = non_aggression_pact
			active = yes
		} {
			country = MAC
			relation = non_aggression_pact
			active = yes
		} {
			country = MAC
			relation = guarantee
			active = no
		}
		MAC = {
			add_ideas = BUL_trade_agreement
		}
		if = {
			limit = {
				NOT = {
					has_idea = BUL_trade_agreement
				}
			}
			add_ideas = BUL_trade_agreement
		}
	}
}
### Entity: Event
Component: WW_hungary.90
Constructs: is_triggered_only, ai_chance, add_stability, swap_country_leader_traits, set_portraits, set_cosmetic_tag, add_country_leader_role
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.90
	title = WW_hungary.90.t
	desc = WW_hungary.90.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = WW_hungary.90.a
		ai_chance = {
			base = 40
		}
		add_stability = -0.15
		HUN_miklos_horthy = {
			swap_country_leader_traits = {
				remove = HUN_the_regent
				add = HUN_the_apostolic_king
			}
			set_portraits = {
				civilian = {
					large = GFX_portrait_HUN_miklos_horthy_monarch
				}
			}
		}
		hidden_effect = {
			set_cosmetic_tag = HUN_horthyist_kingdom
			news_event = {
				id = wuw_HUN_news_events.5
				days = 1
			}
		}
	} {
		name = WW_hungary.90.b
		ai_chance = {
			base = 69
		}
		add_stability = -0.05
		add_country_leader_role = {
			character = HUN_istvan_horthy
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					dislikes_germany HUN_popular_aviator
				}
			}
		}
		hidden_effect = {
			set_cosmetic_tag = HUN_horthyist_kingdom
			news_event = {
				id = wuw_HUN_news_events.5
				days = 1
			}
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_war, limit, remove_ideas, owns_state, add_war_support, has_country_flag, fire_only_once, is_ally_with
Source: game
File: common/decisions/MEN.txt

Code:
political_actions = {
	MEN_move_the_capital_to_zhangbei_decision = {
		priority = 10
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 25
			modifier = {
				add = 100
				is_ally_with = JAP
			} {
				add = 50
				is_ally_with = MAN
			}
		}
		allowed = {
			original_tag = MEN
		}
		visible = {
			owns_state = 611
			NOT = {
				is_ally_with = CHI
			} {
				has_country_flag = MEN_moved_capital_to_zhangbei
			}
			capital_scope = {
				NOT = {
					state = 611
				}
			}
		}
		available = {
			611 = {
				is_owned_and_controlled_by = ROOT
			}
			NOT = {
				is_ally_with = CHI
			}
			capital_scope = {
				NOT = {
					state = 611
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 611
			}
		}
		cost = 75
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			add_war_support = 0.05
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			swap_ideas = {
				remove_idea = MEN_stretched_administration_idea
				add_idea = MEN_stretched_administration_idea_2
			}
			IF = {
				limit = {
					has_idea = MEN_pailingmiao_council_idea
				}
				remove_ideas = MEN_pailingmiao_council_idea
			}
			set_capital = {
				state = 611
				remember_old_capital = yes
			}
			hidden_effect = {
				set_country_flag = MEN_moved_capital_to_zhangbei
			}
		}
		fire_only_once = yes
		remove_effect = {

		}
	}
	MEN_move_the_capital_to_kalgan_decision = {
		priority = 10
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = MEN
		}
		visible = {
			has_country_flag = MEN_moved_capital_to_zhangbei
			capital_scope = {
				NOT = {
					state = 1039
				}
			}
		}
		available = {
			1039 = {
				is_owned_and_controlled_by = ROOT
			}
			capital_scope = {
				NOT = {
					state = 1039
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 1039
			}
		}
		cost = 75
		cancel_trigger = {

		}
		cancel_effect = {

		}
		modifier = {

		}
		complete_effect = {
			swap_ideas = {
				remove_idea = MEN_stretched_administration_idea_2
				add_idea = MEN_stretched_administration_idea_3
			}
			set_capital = {
				state = 1039
				remember_old_capital = yes
			}
			add_victory_points = {
				province = 6904
				value = 2
			}
			hidden_effect = {
				set_country_flag = MEN_moved_capital_to_kalgan
	
# ... (truncated)