Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: GOE_RAJ_partition.4
Constructs: is_triggered_only, has_completed_focus, limit, add_war_support, add_stability, add_political_power, clear_variable, check_painful_memory
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_partition.4
	title = GOE_RAJ_partition.4.t
	desc = GOE_RAJ_partition.4.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_partition.4.a
		add_stability = -0.045
		clear_variable = RAJ.unrest_target_state
		hidden_effect = {
			check_painful_memory = yes
		}
		if = {
			limit = {
				has_completed_focus = RAJ_league_against_gandhism
			}
			hidden_effect = {
				add_war_support = 0.05
			}
			custom_effect_tooltip = RAJ_league_against_gandhism_tt_event
		}
		custom_effect_tooltip = GOE_RAJ_partition_become_free_to_stop_the_chaos_tt
	} {
		name = GOE_RAJ_partition.4.b
		add_stability = -0.02
		add_political_power = -35
		clear_variable = RAJ.unrest_target_state
		hidden_effect = {
			check_painful_memory = yes
		}
		custom_effect_tooltip = GOE_RAJ_partition_become_free_to_stop_the_chaos_tt
	} {
		name = GOE_RAJ_partition.4.c
		if = {
			limit = {
				is_ai = yes
			}
			var:RAJ.unrest_target_state = {
				add_resistance = 5
				custom_effect_tooltip = currentStateResistance newline_tt currentStateCompliance
				add_compliance = -5
			}
		} {
			limit = {
				has_completed_focus = RAJ_league_against_gandhism
			}
			hidden_effect = {
				add_war_support = 0.05
			}
			custom_effect_tooltip = RAJ_league_against_gandhism_tt_event
		}
		else = {
			var:RAJ.unrest_target_state = {
				add_resistance = 25
				custom_effect_tooltip = currentStateResistance newline_tt currentStateCompliance
				add_compliance = -25
			}
		}
		trigger = {
			var:RAJ.unrest_target_state = {
				compliance = > 20
				resistance = < 80
			}
		}
		clear_variable = RAJ.unrest_target_state
		hidden_effect = {
			check_painful_memory = yes
		}
		custom_effect_tooltip = GOE_RAJ_partition_become_free_to_stop_the_chaos_tt
	}
}
### Entity: Scripted Effect
Component: TUR_integrate_kurdish_state_forced_effect
Constructs: limit, add_core_of, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_integrate_kurdish_state_forced_effect = {
	custom_effect_tooltip = TUR_integrate_kurdish_state_effect_tt
	hidden_effect = {
		event_target:TUR_kurdish_state_event_target = {
			add_core_of = TUR
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = separatist_fatigue
					}
				}
				remove_dynamic_modifier = {
					modifier = separatist_fatigue
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_agitation
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_agitation
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_separatism
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_separatism
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = kurdish_rebellion
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_rebellion
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: is_trotsky_valid_for_mexico
Constructs: limit, has_government, is_trotsky_valid_for_mexico, has_global_flag, has_idea, has_country_leader, has_aat
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_trotsky_valid_for_mexico = {
	OR = {
		has_government = communism neutrality
	}
	has_global_flag = flag_mexico_invited_trotsky_to_government
	NOT = {
		OR = {
			has_global_flag = trotsky_not_welcome_in_mexico flag_trotsky_dead flag_trotsky_has_returned_to_ussr_from_mexico
		}
	}
	if = {
		limit = {
			OR = {
				SOV_is_left_opposition = yes
				SOV_is_right_opposition = yes
			}
		}
		SOV = {
			NOT = {
				has_idea = SOV_lev_trotsky
			}
		} {
			NOT = {
				has_country_leader = {
					character = SOV_lev_trotsky
				}
			}
		}
	} {
		limit = {
			has_aat = yes
		}
		has_global_flag = AAT_trotsky_in_mexico
	}
}
### Entity: Event
Component: NSB_poland_communist_events.301
Constructs: is_triggered_only, ai_chance, fire_only_once, annex_country
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_communist_events.301
	title = NSB_poland_communist_events.301.t
	desc = NSB_poland_communist_events.301.desc
	picture = GFX_report_event_poland_rejects
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = NSB_poland_communist_events.301.a
		ai_chance = {
			base = 10
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: Idea
Component: AST_classify_aliens
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_classify_aliens = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_classify_aliens
	modifier = {
		drift_defence_factor = 0.25
		foreign_subversive_activites = -0.25
		stability_factor = -0.05
	}
}
### Entity: Effect Reference
Construct: remove_dynamic_modifier
Constructs: remove_dynamic_modifier, add_dynamic_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_dynamic_modifier

* Supported Scopes: STATE, COUNTRY, CHARACTER, SPECIAL_PROJECT
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
removes a dynamic modifier from the containing scope (country / state / unit-leader / special-project).
example :
remove_dynamic_modifier = {
  modifier = dynamic_modifier_name
  scope = GER # optional, must match the scope input used in add_dynamic_modifier (if any)
}
```
### Entity: Decision
Component: ETH_anti_colonialism_category
Constructs: has_country_flag, has_dlc
Source: game
File: common/decisions/categories/ETH_decision_categories.txt

Code:
ETH_anti_colonialism_category = {
	icon = GFX_decision_category_saf_anti_colonialist_crusade
	allowed = {
		original_tag = ETH
	}
	priority = {
		base = 7
	}
	visible = {
		has_dlc = By Blood Alone
		has_country_flag = ETH_anti_colonialism_flag
	}
	on_map_area = {
		target_array = ETH.african_colonial_states_array
		name = ETH_anti_colonialism_map_category_name
		zoom = 150
	}
	visible_when_empty = yes
}
### Entity: Event
Component: JUNO_brazil_events.180
Constructs: is_triggered_only, ai_chance, add_stability, set_country_flag, add_mio_size
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.180
	title = JUNO_brazil_events.180.t
	desc = JUNO_brazil_events.180.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	immediate = {
		set_country_flag = BRA_ford_event_has_happened
	}
	option = {
		name = JUNO_brazil_events.180.a
		ai_chance = {
			base = 10
		}
		set_country_flag = BRA_ford_settled_here_flag
		show_ideas_tooltip = BRA_henry_ford
		mio:USA_ford_motor_company_organization = {
			add_mio_size = 2
		}
	} {
		name = JUNO_brazil_events.180.b
		ai_chance = {
			base = 10
		}
		add_stability = 0.05
	}
}
### Entity: AI Strategy
Component: ENG_lifeline_of_the_empire
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_lifeline_of_the_empire = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = area_priority
		id = suez
		value = 80
	}
}
### Entity: Country History
Country: ALS
Component: ALS_characters
Constructs: recruit_character
Source: game
File: history/countries/ALS - Alsace-Lorraine.txt

Code:
# Leaders & Characters for ALS
recruit_character = ALS_felix_i ALS_charles_frey
### Entity: Scripted Effect
Component: EAI_PR_clean_priority_research_queue
Constructs: limit, has_country_flag, check_variable, is_researching_technology, has_tech, add_to_temp_array, remove_priority_research_array, remove_from_array
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_effects.txt

Code:
EAI_PR_clean_priority_research_queue = {
	if = {
		limit = {
			has_country_flag = EAI_priority_research_logging
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | PRIO RESEARCH: EAI_PR_clean_priority_research_queue
	} {
		limit = {
			check_variable = {
				EAI_priority_research_queue^num = > 0
			}
		}
		for_each_loop = {
			array = EAI_priority_research_queue
			if = {
				limit = {
					OR = {
						is_researching_technology = var:v
						has_tech = var:v
					}
				}
				add_to_temp_array = {
					remove_priority_research_array = v
				}
			}
		}
		if = {
			limit = {
				check_variable = {
					remove_priority_research_array^num = > 0
				}
			}
			for_each_loop = {
				array = remove_priority_research_array
				remove_from_array = {
					array = EAI_priority_research_queue
					value = v
				}
				if = {
					limit = {
						has_country_flag = EAI_priority_research_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | PRIO RESEARCH: removed [?v.GetTokenKey]
				}
			}
		}
		clear_temp_array = remove_priority_research_array
	}
	clear_array = EAI_priority_research_block_techs
}
### Entity: Event
Component: r56_guatemala.1
Constructs: has_completed_focus, has_government, has_country_flag, add_opinion_modifier, fire_only_once, has_country_leader, add_popularity, set_party_name
Source: game
File: events/r56_guatemala.txt

Code:
country_event = {
	id = r56_guatemala.1
	picture = GFX_report_event_GUA_jorge_ubico
	title = r56_guatemala.1.t
	desc = r56_guatemala.1.d
	mean_time_to_happen = {
		days = 20
	}
	fire_only_once = yes
	trigger = {
		original_tag = GUA
		has_completed_focus = GUA_dreams_of_glory
		has_government = fascism
		has_country_leader = {
			character = GUA_jorge_ubico_castaneda
			ruling_only = yes
		}
		FRA = {
			exists = yes
			has_completed_focus = FRA_brumaire_movement
			has_country_leader = {
				name = Napoléon VI
				ruling_only = yes
			}
		}
		has_country_flag = USC_UNIFIED_FLAG
	}
	option = {
		name = r56_guatemala.1.a
		add_popularity = {
			ideology = neutrality
			popularity = 0.35
		}
		set_party_name = {
			ideology = neutrality
			long_name = Maison Ubicarte
			name = Maison Ubicarte
		}
		effect_tooltip = {
			GUA_jorge_ubico_castaneda = {
				swap_country_leader_traits = {
					remove = GUA_napoleon
					add = GUA_illegitimate_pretender
					ideology = fascism_ideology
				}
			}
		}
		custom_effect_tooltip = r56_newline
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GUA_usurper_government
			}
		}
		add_opinion_modifier = {
			target = FRA
			modifier = GUA_usurper_government
		}
		hidden_effect = {
			set_country_flag = GUA_ubico_gone_mad
			mark_focus_tree_layout_dirty = yes
			set_portraits = {
				character = GUA_jorge_ubico_castaneda
				army = {
					large = gfx/leaders/GUA/r56_portrait_GUA_Jorge_Ubico_Napoleon.dds
				}
				civilian = {
					large = gfx/leaders/GUA/r56_portrait_GUA_Jorge_Ubico_Napoleon.dds
				}
			}
			remove_country_leader_role = {
				character = GUA_jorge_ubico_castaneda
				ideology = military_junta
			}
			add_country_leader_role = {
				character = GUA_jorge_ubico_castaneda
				promote_leader = yes
				country_leader = {
					ideology = absolute_monarchism
					expire = 1965.1.1.1
					traits = {
						likes_usa GUA_illegitimate_pretender anti_communist
					}
				}
			}
			set_politics = {
				ruling_party = neutrality
			}
			unlock_national_focus = GUA_napoleons_true_successor
		}
	} {
		name = r56_guatemala.1.b
	}
}
### Entity: Idea
Component: polgermans
Constructs: stability_factor, political_power_gain, industrial_capacity_factory, has_dynamic_modifier, removal_cost
Source: game
File: common/ideas/tykn_generic.txt

Code:
polgermans = {
	allowed = {
		original_tag = POL
		always = no
	}
	available = {
		any_owned_state = {
			has_dynamic_modifier = {
				modifier = germanpop
			}
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = polgermans
	modifier = {
		stability_factor = -0.08
		industrial_capacity_factory = -0.02
		industrial_capacity_dockyard = -0.02
		political_power_gain = -0.05
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_build_milfact2
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_build_milfact2
	icon = GFX_goal_proving_grounds
	prerequisite = {
		focus = HON_build_infra1 HON_build_milfact1
	}
	x = 37
	y = 2
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			AND = {
				num_of_factories = < 15
				date = < 1939.1.1
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: LIE
Component: LIE_technology
Constructs: set_technology
Source: game
File: history/countries/LIE - LICH.txt

Code:
# Starting Technologies for LIE
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_mountaineers = 1
	tech_support = 1
	tech_recon = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_resurrect_norsk_aeroplanfabrik
Constructs: prerequisite, owns_state, completion_reward, has_idea, add_doctrine_cost_reduction, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_resurrect_norsk_aeroplanfabrik
	prerequisite = {
		focus = NOR_medium_aircraft
	}
	icon = GFX_goal_generic_air_production
	x = 1
	y = 5
	relative_position_id = NOR_air_bases
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_idea = NOR_new_defense_budget
		OR = {
			AND = {
				owns_state = 110
				controls_state = 110
			} {
				owns_state = 967
				controls_state = 967
			} {
				owns_state = 142
				controls_state = 142
			} {
				owns_state = 143
				controls_state = 143
			} {
				owns_state = 144
				controls_state = 144
			} {
				owns_state = 100
				controls_state = 100
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
		add_tech_bonus = {
			name = NOR_bomber_plane_bonus
			bonus = 1.0
			ahead_reduction = 1
			uses = 2
			category = cas_bomber naval_bomber tactical_bomber
			technology = med_maritime1 med_maritime2 med_maritime3
		}
		random_owned_controlled_state = {
			prioritize = {
				110
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		air_experience = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
}
### Entity: Idea
Component: TUR_balkan_pact_innovative_transport_techniques
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_balkan_pact_innovative_transport_techniques = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_build_infrastructure
	removal_cost = -1
	modifier = {
		army_speed_factor_for_controller = 0.1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_irrigation_scheme
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, random_owned_controlled_state
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_irrigation_scheme
	icon = GFX_goal_generic_economics_reform
	x = 1
	y = 1
	cost = 8
	available = {
		USA = {
			has_government = democratic
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = AFG_appoint_mahmud
	}
	relative_position_id = AFG_appoint_mahmud
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				415
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = AFG_four_point_program_idea
		add_opinion_modifier = {
			target = USA
			modifier = offered_support
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: SWI_level_up_citizen_militia_active_modifier
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_level_up_citizen_militia_active_modifier = {
	subtract_from_variable = {
		SWI_citizen_militia_industrial_capacity_factory = SWI_citizen_militia_modifier_change
	} {
		SWI_citizen_militia_industrial_capacity_dockyard = SWI_citizen_militia_modifier_change
	} {
		SWI_citizen_militia_production_speed_buildings_factor = SWI_citizen_militia_modifier_change
	}
	add_to_variable = {
		SWI_citizen_militia_civ_factory_use = 1
	} {
		SWI_citizen_militia_training_time_factor = SWI_citizen_militia_modifier_change
	} {
		SWI_citizen_militia_active_level = 1
	}
}
### Entity: Modding Documentation
Construct: naval_blockade
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `naval_blockade`
Used to set the naval blockade for a strategic region
```
ai_strategy = {
	type = naval_blockade
	target_country = GER
	id = 35 # Strategic region Id
	value = 100 # Percentage between 0 and 100
}
```
### Entity: Modifier Reference
Construct: convoy_raiding_efficiency_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## convoy_raiding_efficiency_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: National Focus
Tree: sik_focus
Component: SIK_soviet_intervention
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, completion_reward, is_subject, is_controlled_by
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_soviet_intervention
	icon = GFX_focus_SOV_military_purge
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = SIK_march_into_khotan
	}
	relative_position_id = SIK_march_into_khotan
	mutually_exclusive = {
		focus = SIK_a_united_sinkiang_clique SIK_pursue_further_soviet_integration
	}
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
		SOV = {
			exists = yes
			has_government = communism
		}
		NOT = {
			has_war_with = KHM KUM
		}
		1042 = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
		all_owned_state = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

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

	}
	completion_reward = {
		SOV = {
			puppet = ROOT
		}
		set_cosmetic_tag = SIK_ssr
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		set_party_name = {
			ideology = communism
			long_name = SIK_CPSU_communism_party_long
			name = SIK_CPSU_communism_party
		}
		IF = {
			limit = {
				has_idea = SIK_battle_for_sinkiang
			}
			remove_ideas = {
				SIK_battle_for_sinkiang
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_country_leader_role = {
			character = SIK_ishaq_musonov
			promote_leader = yes
			country_leader = {
				ideology = stalinism
				expire = 1965.1.1.1
				traits = {
					JAP_socialist_revolutionary
				}
			}
		}
		SIK_ishaq_musonov = {
			promote_leader = yes
		}
		retire_character = SIK_sheng_shicai
	}
}
### Entity: Event
Component: r56.lootbox.event.7
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.7
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.7.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.common
		add_equipment_to_stockpile = {
			type = motorized_equipment_0
			amount = 50
			producer = ROOT
		}
	}
}
### Entity: Idea
Component: fleet_submarine_specialization
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/_event.txt

Code:
fleet_submarine_specialization = {
	name = USA_fleet_submarines
	picture = generic_naval_manufacturer_2
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		sp_naval_fleet_submarine_speed_factor = 1
	}
	equipment_bonus = {
		fleet_submarine = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Idea
Component: service_by_requirement
Constructs: has_completed_focus, has_war, limit, add_ideas, has_government, has_country_flag, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/_manpower.txt

Code:
service_by_requirement = {
	available = {
		OR = {
			has_government = fascism communism
			if = {
				limit = {
					PHI_SEA = yes
				}
				if = {
					limit = {
						has_idea = PHI_ties_with_republican_spain
					}
					has_idea = PHI_ties_with_republican_spain
				}
				else_if = {
					limit = {
						has_idea = PHI_ties_with_republican_spain_2
					}
					has_idea = PHI_ties_with_republican_spain_2
				}
				else = {
					hidden_trigger = {
						always = no
					}
				}
			}
			else = {
				hidden_trigger = {
					always = no
				}
			}
			SWE_rapid_mob_manpower_law_trigger = yes
			AND = {
				has_war = yes
				enemies_strength_ratio = > 0.6
			}
		} {
			has_war_support = > 0.6
			surrender_progress = > 0
		}
		if = {
			limit = {
				original_tag = AST
			}
			IF = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				AST_conscription_level_service_by_requirement = yes
			}
			ELSE = {
				has_completed_focus = AST_citizen_military_forces AST_fight_work_or_perish
			}
		} {
			limit = {
				original_tag = CAN
				has_dlc = Together for Victory
			}
			OR = {
				has_completed_focus = CAN_compromise_with_quebec CAN_forced_quebec_conscription
			}
		} {
			limit = {
				original_tag = RAJ
				has_dlc = Together for Victory
			}
			is_subject = no
		} {
			limit = {
				original_tag = ENG
				has_dlc = Man the Guns
				has_completed_focus = ENG_concessions_to_the_trade_unions
			}
			NOT = {
				has_country_flag = ENG_cannot_increase_conscription_law
			}
		} {
			limit = {
				original_tag = SPR
				has_dlc = La Resistance
			}
			NOT = {
				has_completed_focus = SPR_all_must_bear_the_torch
			}
		} {
			limit = {
				original_tag = BUL
				has_dlc = Battle for the Bosporus
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		} {
			limit = {
				DEN_aat_is_subject = yes
			}
			NOT = {
				has_country_flag = DEN_cannot_increase_conscription_law
			}
		} {
			limit = {
				original_tag = AUS
			}
			NOT = {
				has_idea = AUS_treaty_of_saint_germain_en_laye
			}
		}
		IF = {
			limit = {
				original_tag = HUN
				has_dlc = Death or Dishonor
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea 
# ... (truncated)