Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_greece.38
Constructs: is_triggered_only, change_state_after_war
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.38
	title = bftb_greece.38.t
	desc = bftb_greece.38.desc
	picture = GFX_report_event_gre_rural_rebels
	is_triggered_only = yes
	option = {
		name = bftb_greece.38.a
		start_border_war = {
			change_state_after_war = no
			attacker = {
				state = 187
				num_provinces = 1
				on_win = bftb_greece.40
				on_lose = bftb_greece.42
			}
			defender = {
				state = 339
				num_provinces = 1
				on_win = bftb_greece.41
				on_lose = bftb_greece.43
			}
		} {
			change_state_after_war = no
			attacker = {
				state = 231
				num_provinces = 3
				on_win = bftb_greece.44
				on_lose = bftb_greece.46
			}
			defender = {
				state = 354
				num_provinces = 2
				on_win = bftb_greece.45
				on_lose = bftb_greece.47
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_return_to_the_old_switzerland
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, add_political_power, cancel_if_invalid, clr_country_flag, set_politics
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_return_to_the_old_switzerland
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = SWI_guisans_coup
	}
	relative_position_id = SWI_guisans_coup
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.6
		fascism = < 0.05
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 150
		hidden_effect = {
			promote_character = SWI_federal_assembly
		} {
			clr_country_flag = SWI_elected_centralized_president
			country_event = {
				id = BBA_SWI_annual_election.00
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		set_popularities = {
			democratic = 90
			fascism = 5
			communism = 4
			neutrality = 1
		}
		add_ideas = {
			SWI_old_switzerland_idea
		}
		effect_tooltip = {
			custom_effect_tooltip = SWI_old_switzerland_TT
			add_ideas = {
				SWI_swiss_neutrality
			} {
				SWI_citizen_militia_1
			}
			remove_ideas = {
				SWI_old_switzerland_idea
			}
			retire_character = SWI_henri_guisan
		}
	}
}
### Entity: Idea
Component: COR_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/corsica.txt

Code:
COR_fascist_guy = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = COR
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_revive_turkish_revolutionism
Constructs: prerequisite, add_war_support, add_stability, completion_reward, has_country_leader, has_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_revive_turkish_revolutionism
	icon = GFX_goal_generic_dangerous_deal
	mutually_exclusive = {
		focus = TUR_peace_at_home
	}
	prerequisite = {
		focus = TUR_ratify_the_six_arrows
	} {
		focus = TUR_continue_the_policy_of_etatism
	}
	available = {
		OR = {
			has_country_leader = {
				character = TUR_ismet_inonu
				ruling_only = yes
			} {
				character = TUR_fevzi_cakmak
				ruling_only = yes
			}
			has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister
		}
	}
	x = 7
	y = 2
	relative_position_id = TUR_continue_the_policy_of_etatism
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_stability = -0.05
		unlock_decision_tooltip = TUR_revolutionism_decision
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_welfare_focus
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_welfare_focus
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = MON_adopt_sun_yat_sen_principles
	}
	x = -1
	y = 2
	relative_position_id = MON_adopt_sun_yat_sen_principles
	cost = 12
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				330
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				820
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				817
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				818
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		MON_mongol_bank_funds_increase = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Trigger Reference
Construct: has_done_agency_upgrade
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_done_agency_upgrade

* Supported Scopes: COUNTRY
* Supported Targets: none

```
has country done this intelligence agency upgrade (to its highest level)
```
### Entity: Name List
Component: WUR
Source: game
File: common/names/00_names.txt

Code:
WUR = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Wurtemberg Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_support_from_the_japanese_communists
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, set_country_flag
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_support_from_the_japanese_communists
	prerequisite = {
		focus = ETH_callout_to_the_world
	}
	icon = GFX_focus_ETH_support_from_the_japanese_communists
	relative_position_id = ETH_callout_to_the_world
	x = 1
	y = 1
	cost = 5
	available = {
		has_government = communism
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				JAP = {
					NOT = {
						has_completed_focus = JAP_cooperate_with_anarchists
					}
				}
			}
			custom_effect_tooltip = ETH_support_from_the_japanese_communists_tt generic_skip_one_line_tt
			set_country_flag = IA_anarchists_recruited_flag
		}
		JAP = {
			IF = {
				limit = {
					OR = {
						has_government = fascism neutrality
					}
				}
				country_event = {
					id = BBA_ethiopia_communist_events.55
					hours = 7
				}
				custom_effect_tooltip = ETH_support_from_the_japanese_communists_fascist_tt
			}
			ELSE_IF = {
				limit = {
					has_government = communism
				}
				country_event = {
					id = BBA_ethiopia_communist_events.56
					hours = 7
				}
			}
		}
	}
}
### Entity: Character
Component: TUR_sadik_altincan
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_sadik_altincan = {
	name = TUR_sadik_altincan
	portraits = {
		army = {
			small = GFX_idea_tur_sadik_altincan
			large = GFX_portrait_tur_sadik_altincan
		}
	}
	advisor = {
		slot = high_command
		idea_token = TUR_sadik_altincan
		ledger = navy
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		traits = {
			navy_screen_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			navy_media_personality bold
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_the_reorganied_government
Constructs: add_ideas, completion_reward, add_political_power, is_subject_of, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_the_reorganied_government
	icon = GFX_focus_JAP_reorganized_national_government
	x = -9
	y = 0
	relative_position_id = CHI_tsr_repoen_the_natioal_assembly
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = JAP
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt JAP_unlock_senbu_occupation_law_tt
		add_ideas = CHI_tsr_reorganized_government_idea
		show_ideas_tooltip = senbu_occupation_law_fake_idea
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_DEPLOY_dumb
Constructs: has_country_flag, is_major, check_variable, is_ai
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_DEPLOY_dumb = {
	allowed = {
		tag = SOV
	}
	enable = {
		OR = {
			has_country_flag = EAI_barbarossa_defensive EAI_SOV_eastern_garrison
		}
		surrender_progress = < 0.3
		check_variable = {
			global.EAI_eastern_front = 0
		}
		NOT = {
			any_enemy_country = {
				is_ai = no
				is_major = yes
			}
		}
	}
	abort = {
		NOT = {
			AND = {
				OR = {
					has_country_flag = EAI_barbarossa_defensive EAI_SOV_eastern_garrison
				}
				surrender_progress = < 0.15
				check_variable = {
					global.EAI_eastern_front = 0
				}
				NOT = {
					any_enemy_country = {
						is_ai = no
						is_major = yes
					}
				}
			}
		}
	}
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.4
		states = {
			253 219 254 248 408 409 560 561 657 563
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = front_unit_request
		value = 450
		tag = MAN
	} {
		type = front_unit_request
		value = -60
		tag = GER
	} {
		type = front_unit_request
		value = -60
		tag = ROM
	} {
		type = front_unit_request
		value = -60
		tag = HUN
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_tighter_tkr_integration
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_tighter_tkr_integration
	icon = GFX_focus_generic_combined_arms
	available = {

	}
	prerequisite = {
		focus = INS_indonesian_assault_doctrine
	}
	mutually_exclusive = {
		focus = INS_quality_over_quantity
	}
	x = 0
	y = 1
	relative_position_id = INS_indonesian_assault_doctrine
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = INS_tkr_tt
		add_to_variable = {
			var = INS_peoples_security_army_stability_factor
			value = -0.1
			tooltip = stability_factor_tt
		} {
			var = INS_peoples_security_army_conscription_factor
			value = 0.1
			tooltip = conscription_factor_tt
		} {
			var = INS_peoples_security_army_supply_consumption_factor
			value = -0.05
			tooltip = supply_consumption_factor_tt
		}
		add_tech_bonus = {
			name = INS_tighter_tkr_integration
			bonus = 1.0
			uses = 1
			category = infantry_weapons
			ahead_reduction = 1.0
		}
	}
}
### Entity: Idea
Component: ARG_spirit_of_the_cisplatine_war_idea
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_spirit_of_the_cisplatine_war_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_spirit_of_the_cisplatine_war
	modifier = {
		war_support_factor = 0.1
		training_time_factor = -0.25
		fascism_drift = 0.15
	}
	targeted_modifier = {
		tag = BRA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_king_of_poland
Constructs: prerequisite, has_war, limit, has_country_flag, completion_reward, is_subject_of, has_monarchy_support_80_tt, check_variable
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_king_of_poland
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = LIT_support_monarchism_in_POL
	}
	relative_position_id = LIT_support_monarchism_in_POL
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	available = {
		OR = {
			POL = {
				is_subject_of = LIT
			} {
				has_country_flag = POL_banned_monarchy_flag
			} {
				custom_trigger_tooltip = {
					tooltip = has_monarchy_support_80_tt
					check_variable = {
						monarchist_support = > 79
					}
				}
				has_war = no
			}
		}
		ROOT = {
			is_subject = no
		}
	}
	bypass = {
		POL = {
			OR = {
				is_subject_of = ROOT
				exists = no
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_country_flag = POL_banned_monarchy_flag
				}
			}
			POL = {
				country_event = {
					id = NSB_poland_monarchist_events.5
					hours = 4
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				LIT = {
					set_autonomy = {
						target = POL
						autonomy_state = autonomy_personal_union
					}
				}
			}
		}
		else = {
			create_wargoal = {
				target = POL
				type = puppet_wargoal_focus
			}
		}
	}
}
### Entity: Country History
Country: KAL
Component: KAL_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/KAL - Kalmykia.txt

Code:
# Misc for KAL
capital = 237
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Idea
Component: bra_refining_concern
Constructs: has_completed_focus, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_refining_concern = {
	picture = petrobras
	allowed = {
		tag = BRA
	}
	cost = 150
	removal_cost = 10
	available = {
		has_completed_focus = BRA_R56_petrobras
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
}
### Entity: Decision
Component: BUL_macedonian_revolutionary_organizations
Constructs: has_country_flag, has_dlc
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_macedonian_revolutionary_organizations = {
	priority = 8
	icon = spr_political_assassination
	picture = GFX_decision_cat_picture_macedonian_organizations
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		NOT = {
			has_country_flag = BUL_zveno_bulgaria_flag
		}
	}
}
### Entity: AI Strategy
Component: MAN_TSR_historical_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/MAN_TSR_historical_strategy_plan.txt

Code:
MAN_TSR_historical_plan = {
	name = Manchukuo historical plan
	desc = Historical behavior for Manchukuo
	allowed = {
		original_tag = MAN
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = MAN_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = MAN_AI_RANDOM_OBEDIENCE
			has_game_rule = {
				rule = MAN_ai_behavior
				option = OBEDIENCE
			}
		}
	}
	abort = {
		JAP = {
			OR = {
				has_completed_focus = JAP_strengthen_civilian_government JAP_the_unthinkable_option JAP_okadas_military_purge_speech
			}
		}
	}
	ai_national_focuses = {
		MAN_tsr_pacify_the_countryside CHI_sea_invite_foreign_investors MAN_tsr_trade_delegation MAN_tsr_army_modernization MAN_tsr_mukden_military_academy MAN_tsr_law_university MAN_tsr_obedience MAN_tsr_first_five_year_plan MAN_tsr_expand_the_textile_industry MAN_tsr_hoankyoku MAN_tsr_alliance_with_the_kwantung_army MAN_tsr_expand_the_navy MAN_tsr_invite_japanese_investors MAN_tsr_strengthen_the_manchukuo_imperial_army MAN_tsr_trading_illicit_goods MAN_tsr_expand_the_railways MAN_tsr_strengthen_ties_with_nissan MAN_tsr_expand_showa_steel_works MAN_tsr_further_mobilization MAN_tsr_develop_aluminum_sources MAN_tsr_the_question_of_leadership MAN_tsr_mukden_arsenal MAN_tsr_social_research_unit MAN_tsr_mangyo MAN_tsr_empire_of_manchukuo MAN_tsr_research_and_education_department
	}
	focus_factors = {
		MAN_tsr_request_dalian = 0
		MAN_tsr_claim_outer_manchuria = 0
		MAN_tsr_vassalize_mengukuo = 0
		MAN_tsr_national_cooperation_government = 0
		MAN_tsr_the_two_emperors = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: POL_miedzymorze_decisions
Constructs: has_completed_focus, political_power_gain, has_war_with, has_country_flag, fire_only_once, is_ai, is_in_faction, remove_effect
Source: game
File: common/decisions/POL.txt

Code:
POL_miedzymorze_decisions = {
	POL_diplomatic_mission_to_FIN = {
		icon = infiltrate_state
		available = {
			NOT = {
				has_country_flag = POL_completing_miedzymorze_decision
			}
		}
		visible = {
			has_completed_focus = POL_the_north_sea
			FIN = {
				is_ai = yes
				exists = yes
				NOT = {
					is_in_faction = yes
					has_war_with = ROOT
					has_country_flag = rejected_miedzymorze_flag delegation_recieved_flag
				}
			}
		}
		cost = 10
		fire_only_once = yes
		days_remove = 35
		ai_will_do = {
			factor = 2
		}
		modifier = {
			political_power_gain = -0.1
		}
		remove_effect = {
			custom_effect_tooltip = more_likely_to_join_miezymorze_tt
			clr_country_flag = POL_completing_miedzymorze_decision
			FIN = {
				set_country_flag = delegation_recieved_flag
				add_ai_strategy = {
					type = alliance
					id = POL
					value = 20
				}
			}
		}
		complete_effect = {
			set_country_flag = POL_completing_miedzymorze_decision
		}
	}
	POL_diplomatic_mission_to_DEN = {
		icon = infiltrate_state
		available = {
			NOT = {
				has_country_flag = POL_completing_miedzymorze_decision
			}
		}
		visible = {
			has_completed_focus = POL_finno_polish_pact
			DEN = {
				is_ai = yes
				exists = yes
				NOT = {
					is_in_faction = yes
					has_war_with = ROOT
					has_country_flag = rejected_miedzymorze_flag delegation_recieved_flag
				}
			}
		}
		cost = 10
		fire_only_once = yes
		days_remove = 35
		ai_will_do = {
			factor = 2
		}
		modifier = {
			political_power_gain = -0.1
		}
		remove_effect = {
			custom_effect_tooltip = more_likely_to_join_miezymorze_tt
			clr_country_flag = POL_completing_miedzymorze_decision
			DEN = {
				set_country_flag = delegation_recieved_flag
				add_ai_strategy = {
					type = alliance
					id = POL
					value = 20
				}
			}
		}
		complete_effect = {
			set_country_flag = POL_completing_miedzymorze_decision
		}
	}
	POL_diplomatic_mission_to_NOR = {
		icon = infiltrate_state
		available = {
			NOT = {
				has_country_flag = POL_completing_miedzymorze_decision
			}
		}
		visible = {
			has_completed_focus = POL_finno_polish_pact
			NOR = {
				is_ai = yes
				exists = yes
				NOT = {
					is_in_faction = yes
					has_war_with = ROOT
					has_country_flag = rejected_miedzymorze_flag delegation_recieved_flag
				}
			}
		}
		cost = 10
		fire_only_once = yes
		days_remove = 35
		ai_will_do = {
			factor = 2
		}
		modifier = {
			
# ... (truncated)
### Entity: Event
Component: naw_norway.101
Constructs: is_triggered_only, has_war_with, is_subject_of, is_in_faction_with, has_opinion
Source: game
File: events/NaW_Norway.txt

Code:
news_event = {
	id = naw_norway.101
	title = naw_norway.101.t
	desc = naw_norway.101.d
	picture = GFX_news_event_german_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = naw_norway.101.a
		trigger = {
			OR = {
				tag = NOR
				is_subject_of = NOR
			}
		}
	} {
		name = naw_norway.101.b
		trigger = {
			OR = {
				original_tag = ICE DEN SWE FIN
			}
			NOT = {
				is_subject_of = NOR
			}
		}
	} {
		name = naw_norway.101.c
		trigger = {
			tag = GER
		}
	} {
		name = naw_norway.101.p
		trigger = {
			NOT = {
				tag = GER
			}
			OR = {
				is_subject_of = GER
				is_in_faction_with = GER
			}
		}
	} {
		name = naw_norway.101.e
		trigger = {
			OR = {
				has_war_with = GER
				has_opinion = {
					target = GER
					value = < -50
				}
			}
		}
	} {
		name = naw_norway.101.f
		trigger = {
			NOT = {
				tag = NOR GER
				is_subject_of = NOR GER
				original_tag = ICE DEN SWE FIN
				is_in_faction_with = GER
				has_war_with = GER
			}
		}
	}
}
### Entity: Idea
Component: CAT_communist_guy
Constructs: has_government
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = CAT
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: TRK_the_KUN_project
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_turkestan.txt

Code:
TRK_the_KUN_project = {
	picture = generic_exploit_mines
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		research_speed_factor = 0.05
	}
}