Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: RAJ_maharaja_jayachamarajendra_wadiyar
Constructs: has_completed_focus, has_country_leader, has_character_flag, is_mughal_emperor
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_maharaja_jayachamarajendra_wadiyar = {
	name = RAJ_maharaja_jayachamarajendra_wadiyar
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_maharaja_jayachamarajendra_wadiyar
			small = GFX_portrait_RAJ_maharaja_jayachamarajendra_wadiyar_small
		}
		army = {
			large = GFX_portrait_RAJ_maharaja_jayachamarajendra_wadiyar
			small = GFX_portrait_RAJ_maharaja_jayachamarajendra_wadiyar_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			RAJ_GOE_scholar_king
		}
		expire = 1965.1.1.1
		id = -1
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			OR = {
				AND = {
					original_tag = MYS
					has_country_leader = {
						ruling_only = yes
						character = RAJ_maharaja_jayachamarajendra_wadiyar
					}
				} {
					original_tag = RAJ
					has_completed_focus = RAJ_mughal_court
				}
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_maharaja_jayachamarajendra_wadiyar
		allowed = {
			original_tag = RAJ
		}
		visible = {
			NOT = {
				has_character_flag = is_mughal_emperor
			}
		}
		traits = {
			RAJ_GOE_cultural_icon
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_expand_the_workers_class
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_expand_the_workers_class
	icon = GFX_goal_generic_construct_civ_factory
	cost = 10
	prerequisite = {
		focus = VIN_encourage_inter_party_democracy
	}
	completion_reward = {
		add_ideas = VIN_expand_the_workers_class
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 14
	y = 3
}
### Entity: Event
Component: himalaya_tibet.5
Constructs: is_triggered_only, add_field_marshal_role
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.5
	title = himalaya_tibet.5.t
	desc = himalaya_tibet.5.desc
	picture = GFX_event_picture_tibetan_army_meane_inspection
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.5.a
		add_field_marshal_role = {
			character = TIB_philip_neame
			traits = {
				defensive_doctrine
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 3
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_secure_the_levant
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, has_army_manpower, has_war_with_major, is_subject_of
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_secure_the_levant
	icon = GFX_focus_generic_attack_syria
	relative_position_id = EGY_reclaim_the_holy_sites
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = EGY_reclaim_the_holy_sites
	}
	bypass = {
		owns_state = 966 454 1016 1017 949 455 1021 1022 553 554 677 680
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 15
			has_army_manpower = {
				size = > 199999
			}
			1016 = {
				owner = {
					OR = {
						has_war_with_major = yes
						NOT = {
							is_subject_of = ENG
						}
					}
				}
			}
		}
	}
	completion_reward = {
		add_state_claim = 966 454 1016 1017 949 455 1021 1022 553 554 677 680
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_owned_state = {
					OR = {
						state = 966 454 1016 1017 949 455 1021 1022 553 554 677 680
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_rebuilding_the_empires_roads
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_controlled_by, add_building_construction, swap_ideas
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_rebuilding_the_empires_roads
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = RAJ_reviving_the_workshop_of_the_world
	}
	x = 0
	y = 1
	relative_position_id = RAJ_reviving_the_workshop_of_the_world
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		try_build_civ_in_core_otherwise_build_in_controlled = yes
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				infrastructure = < 5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				infrastructure = < 5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				infrastructure = < 5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		swap_ideas = {
			remove_idea = idea_RAJ_reviving_the_workshop_of_the_world
			add_idea = idea_RAJ_reviving_the_workshop_of_the_world_2
		}
	}
}
### Entity: Effect Reference
Construct: any
Constructs: any, all_of, add_to_temp_array, add_to_temp_variable, any_of, check_expr, check_variable, clear_temp_array
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Triggers for scope any

* [add_to_temp_array](#add_to_temp_array)
* [add_to_temp_variable](#add_to_temp_variable)
* [all_collection_elements](#all_collection_elements)
* [all_country](#all_country)
* [all_country_of](#all_country_of)
* [all_country_with_original_tag](#all_country_with_original_tag)
* [all_of](#all_of)
* [all_of_scopes](#all_of_scopes)
* [all_other_country](#all_other_country)
* [all_state](#all_state)
* [always](#always)
* [and](#and)
* [any_collection_element](#any_collection_element)
* [any_country](#any_country)
* [any_country_of](#any_country_of)
* [any_country_with_original_tag](#any_country_with_original_tag)
* [any_country_with_original_tag_of](#any_country_with_original_tag_of)
* [any_of](#any_of)
* [any_of_scopes](#any_of_scopes)
* [any_other_country](#any_other_country)
* [any_other_country_of](#any_other_country_of)
* [any_other_country_with_original_tag_of](#any_other_country_with_original_tag_of)
* [any_state](#any_state)
* [any_state_in](#any_state_in)
* [any_state_of](#any_state_of)
* [can_build_railway](#can_build_railway)
* [career_profile_check_medal](#career_profile_check_medal)
* [career_profile_check_playthrough_ratio](#career_profile_check_playthrough_ratio)
* [career_profile_check_playthrough_value](#career_profile_check_playthrough_value)
* [career_profile_check_points](#career_profile_check_points)
* [career_profile_check_ratio](#career_profile_check_ratio)
* [career_profile_check_ribbon](#career_profile_check_ribbon)
* [career_profile_check_value](#career_profile_check_value)
* [career_profile_has_player_flag](#career_profile_has_player_flag)
* [career_profile_set_temp_playthrough_variable](#career_profile_set_temp_playthrough_variable)
* [career_profile_set_temp_variable](#career_profile_set_temp_variable)
* [check_expr](#check_expr)
* [check_variable](#check_variable)
* [clamp_temp_variable](#clamp_temp_variable)
* [clear_temp_array](#clear_temp_array)
* [collection_contains](#collection_contains)
* [collection_size](#collection_size)
* [count_triggers](#count_triggers)
* [country_exists](#country_exists)
* [custom_override_tooltip](#custom_override_tooltip)
* [custom_trigger_tooltip](#custom_trigger_tooltip)
* [date](#date)
* [debug_math_expr](#debug_math_expr)
* [difficulty](#difficulty)
* [divide_temp_variable](#divide_temp_variable)
* [find_highest_in_array](#find_highest_in_array)
* [find_lowest_in_array](
# ... (truncated)
### Entity: Technology
Component: special_forces_rangers
Constructs: allow_branch, has_dlc, force_use_small_tech_layout, research_cost, enable_subunits, has_tech, remove_potential_special_forces_tree
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	doctrine_name = RANGERS_DOCTRINE
	allow_branch = {
		has_dlc = No Compromise, No Surrender
	}
	xp_research_type = army
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = rangers_jaegers_training
		research_cost_coeff = 1
	} {
		leads_to_tech = rangers_jungle_training
		research_cost_coeff = 1
	}
	doctrine = yes yes
	research_cost = 2.25 2.25
	rangers_special_forces_contribution_factor = -0.1
	categories = {
		special_forces_doctrine cat_rangers_doctrine
	}
	category_special_forces = {
		max_organisation = 5
		soft_attack = 0.05
	}
	enable_subunits = {
		rangers_support
	}
	allow = {
		AND = {
			has_tech = rangers_tech
			can_unlock_new_special_forces_tree = yes
		}
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 0
			y = 0
		}
	}
	on_research_complete = {
		remove_potential_special_forces_tree = yes
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_all_terrain_military_motorcycle
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, has_tech, add_equipment_bonus, build_cost_ic
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_all_terrain_military_motorcycle
	icon = GFX_focus_generic_motor_cycle
	prerequisite = {
		focus = GER_the_prussian_legacy GER_adopt_new_panzer_doctrine
	}
	x = 1
	y = 1
	relative_position_id = GER_the_prussian_legacy
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_all_terrain_military_motorcycle
			uses = 1
			bonus = 0.5
			category = military_police_tech
		}
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			if = {
				limit = {
					NOT = {
						has_tech = sp_armored_motorized_military_police_tech
					}
				}
				add_tech_bonus = {
					name = GER_all_terrain_military_motorcycle
					uses = 1
					bonus = 1
					technology = sp_armored_motorized_military_police_tech
				}
			}
			add_equipment_bonus = {
				name = GER_all_terrain_military_motorcycle
				bonus = {
					motorbike_equipment_1 = {
						build_cost_ic = -0.25
					}
				}
			}
		} {
			limit = {
				controls_state = 54
				54 = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
			}
			54 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_state = {
				limit = {
					is_controlled_by = 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
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_219
Constructs: is_female
Source: game
File: history/units/SOV_night_witches_nsb_bba.txt

Code:
air_wings = {
	219 = {
		small_plane_cas_airframe_0 = {
			owner = SOV
			amount = 40
			version_name = U-2
		}
		name = 588. Night Bomber Regiment 587. Bomber Regiment 586. Air Defense Fighter Regiment
		ace = {
			modifier = support_unique
			name = Yevdokiya
			surname = Bershanskaya
			callsign = Witch
			is_female = yes
		} {
			modifier = bomber_unique
			name = Marina
			surname = Raskova
			callsign = The Founder
			is_female = yes
		} {
			modifier = fighter_unique
			name = Lidiya
			surname = Litvyak
			callsign = White Rose of Stalingrad
			is_female = yes
		}
		small_plane_cas_airframe_2 = {
			owner = SOV
			amount = 40
			version_name = Pe-2
		}
		small_plane_airframe_1 = {
			owner = SOV
			amount = 40
			version_name = Yak-1
		}
	}
}
### Entity: Name List
Component: PGR
Source: game
File: common/names/r56_names.txt

Code:
PGR = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {

		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: Name List
Component: RGB
Source: game
File: common/names/00_names.txt

Code:
RGB = {
	male = {
		names = {
			Albert Alexander Alfred Archibald Arthur Benjamin Bernard Bradley Charles Colbert Colin Cyril Dara David Donald Douglas Edmund Edward Fairfax Francis Geoffrey George Graham Henrey Herbert Horatio Hubert Hugh Ian Jack Jake James Jeremy John Leopold Lester Martin Max Nigel Oswald Percy Peter Reginald Richard Robert Russell Stanley Stephen Thomas Wallace William Winston Zachary
		}
	}
	female = {
		names = {
			Elizabeth Anne Mary Nancy Sophie Sarah Deborah Helen Alice Monica Kathleen Edith Caroline Victoria
		}
	}
	surnames = {
		Allenby Battemberg Beatty Beresford Black Brown Buller Butler Campbell Cardigan Churchill Cochrane Cockburn Collin Darling Dundas Faithfull Fisher French Golightly Gough Grant Grenfell Haig Hamilton Hardinge Havelock Hope Irons Jellicoe Kitchener Leiper Lyons Madden Milne Montgomery Moresby Mundy Murphy Napier Nicholson Nicholson Plummer Ragland Roberts Roberts Seaton Seymour Shapley Smith Spring Steele Stewart Sutherland Thesiger Tyron Tyrwhitt Wilde Williams Windsor Wolseley Wood Wright
	}
	callsigns = {
		Stubborn Arrow The King Eagle Hangover Striker Chase One Wing Pickle Thief Thunder Lightning Storm Target Hawk Fox Dog Sparrow Sunrise Night Owl Butcher Cocky Hawkeye Killer Mick Brandy The Baron
	}
	prefix = o_operation
	operation = {
		225 = {
			o_acrobat o_agreement o_daffodil o_snowdrop o_battleaxe o_brevity o_compass o_crusader o_guillotine o_lightfoot o_supercharge o_pugilist o_vulcan
		}
		128 = {
			o_acrobat o_agreement o_daffodil o_snowdrop o_battleaxe o_brevity o_compass o_crusader o_guillotine o_lightfoot o_supercharge o_pugilist o_vulcan
		}
		126 = {
			o_torch o_acrobat o_agreement o_daffodil o_snowdrop o_battleaxe o_brevity o_compass o_crusader o_guillotine o_lightfoot o_supercharge o_pugilist o_vulcan
		}
		182 = {
			o_torch
		}
		202 = {
			o_abstention
		}
		208 = {
			o_jubilee o_bluecoat o_Astonia o_charnwood o_epsom o_goodwood o_greenline o_pomegranate o_totalize o_overlord
		}
		19 = {
			o_jubilee o_bluecoat o_Astonia o_charnwood o_epsom o_goodwood o_greenline o_pomegranate o_totalize o_overlord
		}
		7 = {
			o_plunder o_varsity
		}
		28 = {
			o_accolade o_exporter o_mandibles o_manna
		}
		69 = {
			o_accolade o_exporter o_mandibles o_manna
		}
		23 = {
			o_baytown o_slapstick o_chesterfield o_diadem o_encore o_husky o_shingle o_olive
		}
		189 = {
			o_anakim o_capita
# ... (truncated)
### Entity: National Focus
Tree: jap_focus
Component: JAP_align_the_concordia_association
Constructs: prerequisite, completion_reward, is_subject_of, cancel_if_invalid, add_popularity, random_hours
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_align_the_concordia_association
	icon = GFX_focus_JAP_align_the_concordia_association
	x = -1
	y = 1
	relative_position_id = JAP_integrate_the_government_general
	prerequisite = {
		focus = JAP_integrate_the_government_general
	} {
		focus = JAP_hasten_the_integration_of_taiwan
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		MAN = {
			exists = yes
			is_subject_of = ROOT
		}
	}
	bypass = {

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

	}
	completion_reward = {
		MAN = {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		} {
			country_event = {
				id = SEA_japan_foreign_policy.79
				hours = 12
				random_hours = 24
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_properly_trained_militias
Constructs: has_completed_focus, division_template, prerequisite, limit, remove_ideas, completion_reward, has_idea, create_unit
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_properly_trained_militias
	icon = GFX_focus_AUS_properly_trained_militias
	prerequisite = {
		focus = AUS_raid_military_storages
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_raid_military_storages
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_idea = AUS_militia_support
			}
			remove_ideas = AUS_militia_support
		} {
			limit = {
				has_completed_focus = AUS_schutzbund_support
			}
			4 = {
				create_unit = {
					division = division_template ="Schutzbund Division" 	start_experience_factor = 0.6
					owner = PREV
					count = 1
				}
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_peoples_army
				}
			}
			custom_effect_tooltip = AUS_peoples_army_intro_tt
			add_to_variable = {
				AUS_peoples_army_militia_attack = 0.3
				tooltip = modifier_army_sub_unit_militia_attack_factor_tt
			} {
				AUS_peoples_army_militia_defence = 0.3
				tooltip = modifier_army_sub_unit_militia_defence_factor_tt
			} {
				AUS_peoples_army_militia_speed = 0.15
				tooltip = modifier_army_sub_unit_militia_speed_factor_tt
			}
		} {
			limit = {
				has_completed_focus = AUS_schutzbund_support
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			random_owned_controlled_state = {
				limit = {
					PREV = {
						has_full_control_of_state = PREV
					}
				}
				create_unit = {
					division = name = "Schutzbund Division" division_template = "Schutzbund Division" start_experience_factor = 0.6
					owner = PREV
				}
			} {
				limit = {
					PREV = {
						has_full_control_of_state = PREV
					}
				}
				create_unit = {
					division = name = "Schutzbund Division" division_template = "Schutzbund Division" start_experience_factor = 0.6
					owner = PREV
				}
			}
		}
		ELSE = {
			show_unit_leaders_tooltip = AUS_julius_deutsch
		} {
			add_dynamic_modifier = {
				modifier = AUS_peoples_army
			}
			add_to_variable = {
				AUS_peoples_army_militia_attack = 0.3
				tooltip = modifier_army_sub_unit_militia_attack_factor_tt
			} {
				AUS_peoples_army_militia_defence = 0.3
				tooltip = modifier_army_sub_unit_militia_defence_factor_tt
			} {
				AUS_peoples_army_militia_speed = 0.15
				tooltip = modifier_army_sub_unit_militia_speed_f
# ... (truncated)
### Entity: Idea
Component: cammell_laird
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
cammell_laird = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_anarchism_knows_no_borders
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_anarchism_knows_no_borders
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_militarize_the_people
	}
	icon = GFX_focus_spr_anarchism_knows_no_borders
	x = 0
	y = 1
	relative_position_id = SPR_militarize_the_people
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = SPR_anarchism_knows_no_borders
	}
}
### Entity: AI Strategy
Component: r56_minor_research_basic_lights_in_36
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_minor_research_basic_lights_in_36 = {
	allowed = {
		country_is_minor_nation = yes
	}
	enable = {
		has_tech = gwtank_chassis
		date = > 1936.6.7
		arms_factory = > 15
	}
	abort = {
		has_tech = basic_light_tank_chassis
	}
	ai_strategy = {
		type = research_tech
		id = basic_light_tank_chassis
		value = 15
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedish_french_ties
Constructs: prerequisite, limit, random_country, has_government, completion_reward, is_in_faction_with, add_ai_strategy, build_army
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_swedish_french_ties
	icon = GFX_goal_SWE_agree_fra
	prerequisite = {
		focus = SWE_demand_danish_referendum SWE_march_across_the_belts
	}
	mutually_exclusive = {
		focus = SWE_nordic_solidarity SWE_ally_the_kaiserreich
	}
	relative_position_id = SWE_demand_danish_referendum
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = neutrality
		FRA = {
			exists = yes
			has_government = neutrality
		}
	}
	bypass = {
		is_in_faction_with = FRA
	}
	completion_reward = {
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				any_country = {
					is_subject = no
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_government = communism
					}
					original_tag = FRA
				}
			}
			random_country = {
				limit = {
					is_subject = no
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_government = communism
					}
					original_tag = FRA
				}
				country_event = generic.2
			}
		}
		else = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				create_faction_from_template = {
					template = faction_template_SWE_stockholm_accord
					name = stockholm_accord
				}
				add_faction_initiative = 1
			}
			ELSE = {
				create_faction = stockholm_accord
			}
			every_other_country = {
				limit = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_government = communism
					}
					original_tag = FRA
				}
				country_event = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Decision
Component: ARG_intervenciones_federales_decisions
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, has_dynamic_modifier, remove_effect, add_popularity, remove_dynamic_modifier
Source: game
File: common/decisions/ARG.txt

Code:
ARG_intervenciones_federales_decisions = {
	ARG_federal_intervention_in_state = {
		icon = GFX_decision_eng_trade_unions_demand
		ai_will_do = {
			base = 20
		}
		allowed = {
			original_tag = ARG
		}
		available = {

		}
		visible = {
			has_completed_focus = ARG_intervenciones_federales
		}
		state_target = any_owned_state
		target_trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = ARG_military_owned_state
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 50
		fire_only_once = yes
		days_remove = 35
		modifier = {
			command_power_gain_mult = -0.1
		}
		remove_effect = {
			custom_effect_tooltip = ARG_federal_intervention_tt CHL_skip_one_line_tt
			add_popularity = {
				ideology = neutrality
				popularity = 0.02
			}
			IF = {
				limit = {
					FROM = {
						has_dynamic_modifier = {
							modifier = ARG_military_owned_state
						}
					}
				}
				FROM = {
					remove_dynamic_modifier = {
						modifier = ARG_military_owned_state
					}
				}
			}
			FROM = {
				add_dynamic_modifier = {
					modifier = ARG_federal_intervention_modifier
				}
			}
			hidden_effect = {
				IF = {
					limit = {
						has_country_flag = ARG_no_fedint_decision_done
					}
					clr_country_flag = ARG_no_fedint_decision_done
					set_country_flag = ARG_1_fedint_decision_done
				}
				ELSE_IF = {
					limit = {
						has_country_flag = ARG_1_fedint_decision_done
					}
					clr_country_flag = ARG_1_fedint_decision_done
					set_country_flag = ARG_2_fedint_decision_done
				} {
					limit = {
						has_country_flag = ARG_2_fedint_decision_done
					}
					clr_country_flag = ARG_2_fedint_decision_done
					set_country_flag = ARG_3_fedint_decision_done
				}
			}
		}
	}
}