Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_DEFENSIVE_initial_defense_hold
Constructs: has_completed_focus, has_war_with, has_country_flag, is_major, has_global_flag, is_justifying_wargoal_against, is_ai, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_DEFENSIVE_initial_defense_hold = {
	allowed = {
		tag = SOV
	}
	enable = {
		OR = {
			AND = {
				has_war_with = GER
				EAI_MODE_challenging = yes
				has_country_flag = {
					flag = EAI_barbarossa_defensive
					days = < 180
				}
			} {
				has_war_with = GER
				has_country_flag = {
					flag = EAI_barbarossa_defensive
					days = < 135
				}
			} {
				NOT = {
					has_war_with = GER
				}
				OR = {
					has_global_flag = {
						flag = EAI_GER_blitz_russia_365d
						days = < 135
					}
					GER = {
						focus_progress = {
							focus = GER_war_with_the_ussr
							progress = > 0
						}
						NOT = {
							has_completed_focus = GER_war_with_the_ussr
						}
					}
				}
			} {
				NOT = {
					has_war_with = GER
				}
				GER = {
					has_country_flag = EAI_barbarossa_blitz
				}
			} {
				NOT = {
					has_war_with = GER
				}
				GER = {
					is_justifying_wargoal_against = SOV
				}
			}
		} {
			any_enemy_country = {
				is_ai = no
				is_major = yes
			}
			NOT = {
				has_war_with = GER
			}
			has_country_flag = {
				flag = EAI_barbarossa_defensive
				days = < 30
			}
		}
		NOT = {
			GER = {
				surrender_progress = > 0.2
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 1100
		execute_order = no
		manual_attack = no
		country_trigger = {
			is_in_faction_with = GER
		}
	}
}
### Entity: Event
Component: cityfall.69
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.69
	title = cityfall.69.t
	desc = cityfall.69.desc
	picture = GFX_news_event_fall_of_london
	major = yes
	is_triggered_only = yes
	immediate = {
		126 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.69.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.69.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.69.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Faction
Component: faction_template_SWE_the_nordic_defense_council
Constructs: change_leader_rule_industry, change_leader_rule_manpower, change_leader_rule_manifest_below_35
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_SWE_the_nordic_defense_council = {
	name = SWE_the_nordic_defense_council
	manifest = faction_manifest_nordic_defence
	icon = GFX_faction_logo_generic_8
	goals = {
		faction_goal_convoy_escort_force faction_goal_the_atomic_race
	}
	default_rules = {
		joining_rule_nordics_only change_leader_rule_industry change_leader_rule_manpower change_leader_rule_manifest_below_35
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_keflavik_airbase
Constructs: prerequisite, has_government, completion_reward, is_subject_of, is_in_faction_with, has_tech, add_building_construction, add_to_variable
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_keflavik_airbase
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = ICE_american_protection
	}
	x = 0
	y = 1
	relative_position_id = ICE_american_protection
	cost = 10
	available = {
		OR = {
			is_subject_of = USA
			is_in_faction_with = USA
		} {
			has_government = democratic neutrality
		}
		USA = {
			has_government = democratic
		}
		has_tech = interwar_antiair
	}
	search_filters = {

	}
	completion_reward = {
		100 = {
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			} {
				type = anti_air_building
				level = 3
				instant_build = yes
			}
		}
		custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
		add_to_variable = {
			ICE_economy_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_reform_the_mongolian_council
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_reform_the_mongolian_council
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = MEN_no_country_for_fascist_sympathisers MEN_reform_rather_then_change
	}
	x = 1
	y = 1
	relative_position_id = MEN_no_country_for_fascist_sympathisers
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
}
### Entity: Country History
Country: DNZ
Component: DNZ_characters
Constructs: create_country_leader
Source: game
File: history/countries/DNZ - Danzig.txt

Code:
# Leaders & Characters for DNZ
create_country_leader = {
	name = Albert Forster
	desc = 
	picture = GFX_portrait_DNZ_Albert_Forster
	expire = 1953.3.1
	ideology = nazism
	traits = {

	}
}
{
	name = Arthur Brill
	desc = 
	picture = GFX_portrait_Arthur_Brill
	expire = 1953.3.1
	ideology = socialism
	traits = {

	}
}
{
	name = Anton Plenikowski
	desc = 
	picture = GFX_portrait_Anton_Plenikowski
	expire = 1953.3.1
	ideology = stalinism
	traits = {

	}
}
### Entity: Event
Component: rt56.rom_com_bul_dobruja_trade.2
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_com_bul_dobruja_trade.2
	title = rt56.rom_com_bul_dobruja_trade.2.t
	desc = rt56.rom_com_bul_dobruja_trade.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_com_bul_dobruja_trade.2.a
		hidden_effect = {
			FROM = {
				set_country_flag = ROM_BUL_agree_help
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_consolidate_the_third_bulgarian_state
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_consolidate_the_third_bulgarian_state
	prerequisite = {
		focus = BUL_join_the_allies BUL_a_balkan_confederation
	}
	icon = GFX_focus_BUL_consolidate_the_third_bulgarian_state
	relative_position_id = BUL_join_the_allies
	x = -3
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_political_power = 70
		add_war_support = 0.05
		add_ideas = BUL_third_bulgarian_state
		if = {
			limit = {
				has_idea = BUL_second_national_catastrophe
			}
			remove_ideas = BUL_second_national_catastrophe
		}
		else_if = {
			limit = {
				has_idea = BUL_second_national_catastrophe_02
			}
			remove_ideas = BUL_second_national_catastrophe_02
		}
	}
}
### Entity: Unit Template
Component: AST_ANIMALS
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_ANIMALS = {
	name = NAME_THEME_ANIMALS
	for_countries = {
		AST
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	prefix = HMAS 
	unique = {
		Koala Crocodile Shark Echidna Albatros Hawk Dingo Platypus Kangaroo Emu Duong Jellyfish Goanna Whale Donkey Anteater Quoll Wombat Cassowary Wedge-tail Red Back Huntsman Taipan
	}
}
### Entity: Order of Battle
Component: 2ya BVO Mekhanizirovanaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1936.txt

Code:
division = {
	name = 2ya BVO Mekhanizirovanaya Gruppa
	location = 11202
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: Idea
Component: edvard_benes
Constructs: has_government, removal_cost
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
edvard_benes = {
	removal_cost = -1
	allowed = {
		original_tag = CZE
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	allowed_civil_war = {
		has_government = democratic
	}
	traits = {
		staunch_constitutionalist
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_focus_on_destroyer_production
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_focus_on_destroyer_production
	icon = GFX_focus_generic_destroyer
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_defend_the_coast
	}
	x = 0
	y = 1
	relative_position_id = LIT_defend_the_coast
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = escort_effort_focus
	}
}
### Entity: Character
Component: ZAM_nt
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_nt = {
	advisor = {
		slot = theorist
		idea_token = ZAM_nt
		ledger = navy
		allowed = {
			original_tag = ZAM
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Modifier Reference
Component: ITA_regia_aeronautica_2_dynamic_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regia_aeronautica_2_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regia_aeronautica_2
	air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor
	army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat
	air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor
	air_nav_efficiency = ITA_ra_air_nav_efficiency
	air_night_penalty = ITA_ra_air_night_penalty
	air_weather_penalty = ITA_ra_air_weather_penalty
	air_accidents_factor = ITA_ra_air_accidents_factor
	air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor
	strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility
	air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor
	air_range_factor = ITA_ra_air_range_factor
	air_superiority_efficiency = ITA_ra_air_superiority_efficiency
	air_intercept_efficiency = ITA_ra_air_intercept_efficiency
	air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor
	sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor
	sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor
	air_agility_factor = ITA_ra_air_agility_factor
	ground_attack_factor = ITA_ra_ground_attack_factor
	air_cas_present_factor = ITA_ra_air_cas_present_factor
	air_mission_efficiency = ITA_ra_air_mission_efficiency
	air_attack_factor = ITA_ra_air_attack
}
### Entity: Effect Reference
Construct: add_core_of
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_core_of

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

```
Add state as core of country
```
### Entity: Idea
Component: BEL_license_air_idea
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_license_air_idea = {
	removal_cost = -1
	picture = generic_air_payment
	allowed = {
		OR = {
			original_tag = BEL COG
		}
	}
	equipment_bonus = {

	}
	modifier = {
		license_air_purchase_cost = -0.25
	}
}
### Entity: Idea
Component: HABSBURG_imperial_integration
Constructs: autonomy_gain
Source: game
File: common/ideas/hungary.txt

Code:
HABSBURG_imperial_integration = {
	allowed = {
		HABSBURG_is_a_habsburg_viable_nation = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HABSBURG_imperial_integration
	modifier = {
		autonomy_gain = -0.5
	}
}
### Entity: Character
Component: AST_jacob_vouza
Constructs: has_completed_focus
Source: game
File: common/characters/AST.txt

Code:
AST_jacob_vouza = {
	name = AST_jacob_vouza
	portraits = {
		civilian = {
			small = GFX_portrait_AST_jacob_vouza_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_jacob_vouza
		allowed = {
			original_tag = AST
		}
		traits = {
			AST_indomitable_scout
		}
		available = {
			has_completed_focus = AST_coast_watchers
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_ulmanis_in_control_of_the_government
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, add_country_leader_trait, set_country_flag
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_ulmanis_in_control_of_the_government
	icon = GFX_goal_LAT_flag
	relative_position_id = LAT_enforce_the_succession_law
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = LAT_enforce_the_succession_law
	}
	available_if_capitulated = yes
	available = {
		has_country_flag = LAT_kviesis_retired
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 120
		add_country_leader_trait = LAT_ulmanis
		set_country_flag = LAT_political_path_decided
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_fully_counter_french_influence
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_fully_counter_french_influence
	icon = GFX_focus_SWI_fortify_border_with_france
	cost = 5
	x = 0
	y = 2
	relative_position_id = LUX_attack_alliance_francaise
	prerequisite = {
		focus = LUX_attack_alliance_francaise
	} {
		focus = LUX_request_german_funding
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = r56_LUX_anti_french_sentiments
			}
			swap_ideas = {
				remove_idea = r56_LUX_anti_french_sentiments
				add_idea = r56_LUX_anti_french_sentiments4
			}
		}
		else_if = {
			limit = {
				has_idea = r56_LUX_anti_french_sentiments2
			}
			swap_ideas = {
				remove_idea = r56_LUX_anti_french_sentiments2
				add_idea = r56_LUX_anti_french_sentiments3
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = r56_LUX_anti_french_sentiments2
					add_idea = r56_LUX_anti_french_sentiments3
				}
			}
		}
		add_power_balance_value = {
			id = LUX_fascist_balance
			value = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: rt56.rom_codreanu.1
Constructs: is_triggered_only, has_completed_focus, add_stability, fire_only_once, add_popularity, set_country_flag, retire_character
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_codreanu.1
	title = rt56.rom_codreanu.1.t
	desc = rt56.rom_codreanu.1.d
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_completed_focus = ROM_oppose_the_royal_dictatorship
		}
	}
	option = {
		name = rt56.rom_codreanu.1.a
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = ROM_codreanu_is_killed_tt
		hidden_effect = {
			set_country_flag = ROM_iron_guard_codreanu_died
			retire_character = ROM_corneliu_codreanu
		}
	}
}
### Entity: Event
Component: r56.kill_hitler.8
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.kill_hitler.8
	title = r56.kill_hitler.8.t
	desc = r56.kill_hitler.8.desc
	picture = GFX_news_event_oil_drums
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.kill_hitler.8.a
		trigger = {
			NOT = {
				tag = GER
			}
		}
	} {
		name = r56.kill_hitler.8.b
		trigger = {
			tag = GER
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_secure_china
Constructs: prerequisite, limit, has_war_with, completion_reward, is_historical_focus_on, is_faction_leader, has_rule, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_secure_china
	icon = GFX_focus_chi_cooperation_with_the_communists
	x = 2
	y = 3
	prerequisite = {
		focus = USA_reach_out_to_the_ware_group
	}
	mutually_exclusive = {
		focus = USA_unholy_alliance
	}
	relative_position_id = USA_reach_out_to_the_ware_group
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	available = {
		not = {
			has_war_with = event_target:WTT_communist_china
		}
		OR = {
			is_faction_leader = yes
			event_target:WTT_communist_china = {
				is_faction_leader = yes
			}
		}
		event_target:WTT_communist_china = {
			has_rule = can_join_factions
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				event_target:WTT_communist_china = {
					is_faction_leader = yes
				}
			}
			event_target:WTT_communist_china = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				is_faction_leader = yes
			}
			event_target:WTT_communist_china = {
				country_event = generic.5
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_federal_police
Constructs: prerequisite, limit, add_ideas, completion_reward, is_power_balance_in_range, cancel_if_invalid, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_federal_police
	icon = GFX_focus_SWI_federal_police
	prerequisite = {
		focus = SWI_armed_neutrality
	}
	x = 7
	y = 1
	relative_position_id = SWI_armed_neutrality
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_fully_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = {
					icon = GFX_intelligence_agency_logo_federal_police_intelligence
				}
			}
			add_ideas = {
				SWI_federal_police_idea
			}
		} {
			limit = {
				has_start_date = < 1936.01.02
			}
			SWI_add_suspicious_prep_opinion = yes
		}
		else = {
			add_ideas = {
				SWI_federal_police_idea_no_lar
			}
			add_tech_bonus = {
				name = SWI_federal_police
				bonus = 0.75
				uses = 1
				technology = basic_encryption improved_encryption advanced_encryption
			} {
				name = SWI_federal_police
				bonus = 0.75
				uses = 1
				technology = basic_decryption improved_decryption advanced_decryption
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.269
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.269
	title = NSB_soviet_foreign_politics_events.269.t
	desc = NSB_soviet_foreign_politics_events.269.desc
	picture = GFX_report_event_japanese_reply
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.269.a
	}
}
### Entity: Character
Component: MLD_nccr
Source: game
File: common/characters/MLD.txt

Code:
MLD_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = MLD_nccr
		allowed = {
			original_tag = MLD
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_64
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_64 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 64
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 64
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_limited_self_rule
Constructs: has_completed_focus, prerequisite, limit, has_government, has_country_flag, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_limited_self_rule
	available = {
		OR = {
			has_full_control_of_state = 796 540 891 892 544 896 897
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_government = fascism neutrality
			}
		} {
			add = 1
			OR = {
				has_government = democratic
				any_country = {
					is_in_faction_with = ROOT
					is_faction_leader = yes
					has_government = democratic
				}
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_colonial_army
	}
	mutually_exclusive = {
		focus = POR_luso_tropicalism
	}
	icon = GFX_focus_por_limited_self_rule
	x = 0
	y = 1
	relative_position_id = POR_colonial_army
	cost = 10
	completion_reward = {
		add_political_power = 120
		add_manpower = 30000
		ANG = {
			if = {
				limit = {
					POR = {
						has_full_control_of_state = 796
					}
				}
				transfer_state = 796
				POR = {
					set_country_flag = POR_released_angola_flag
				}
			} {
				limit = {
					POR = {
						has_full_control_of_state = 540
					}
				}
				transfer_state = 540
				POR = {
					set_country_flag = POR_released_angola_flag
				}
			} {
				limit = {
					POR = {
						has_full_control_of_state = 891
					}
				}
				transfer_state = 891
				POR = {
					set_country_flag = POR_released_angola_flag
				}
			} {
				limit = {
					POR = {
						has_full_control_of_state = 892
					}
				}
				transfer_state = 892
				POR = {
					set_country_flag = POR_released_angola_flag
				}
			}
		}
		MZB = {
			if = {
				limit = {
					POR = {
						has_full_control_of_state = 544
					}
				}
				transfer_state = 544
				POR = {
					set_country_flag = POR_released_mozambique_flag
				}
			} {
				limit = {
					POR = {
						has_full_control_of_state = 896
					}
				}
				transfer_state = 896
				POR = {
					set_country_flag = POR_released_mozambique_flag
				}
			} {
				limit = {
					POR = {
						has_full_control_of_state = 897
					}
				}
				transfer_state = 897
				POR = {
					set_country_flag = POR_released_mozambique_flag
				}
			}
		}
		if = {
			limit = {
				OR = {
					has_dlc = Together for Victory Man the Guns
				}
			}
			POR = {
				if = {
					limit = {
						has_country_flag = POR_released_angola_flag
					}
					set_autonomy = {
						target = ANG
						autonomy_state = autonomy_integrated_puppet
					}
				} {
					limit = {
						has_country_flag = POR_released_mozambique_flag
					}
	
# ... (truncated)
### Entity: Event
Component: political.24
Constructs: remove_ideas, has_idea
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.24
	title = political.24.t
	desc = political.24.d
	picture = GFX_report_event_fascists_posing
	trigger = {
		fascism = < 0.3
		has_idea = fascist_revolutionaries
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = political.24.a
		remove_ideas = fascist_revolutionaries
	}
}