Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Construct: mechanized_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## mechanized_defence_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: National Focus
Tree: cyp_focus
Component: CYP_construct_argaka_dam
Constructs: prerequisite, add_ideas, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_construct_argaka_dam
	icon = GFX_focus_generic_hydroelectric_energy
	cost = 8
	x = -1
	y = 1
	relative_position_id = CYP_railways
	prerequisite = {
		focus = CYP_railways
	}
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				183
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = 7193
			}
		}
		custom_effect_tooltip = {
			localization_key = building_state_modifier|dam
			INDENT =    
		} r56_newline
		add_ideas = r56_CYP_hydroelectricity
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
}
### Entity: Event
Component: denmark_overlord_events.35
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.35
	title = denmark_overlord_events.7.t
	desc = denmark_overlord_events.35.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.35.a
		custom_effect_tooltip = DEN_modify_occupation_laws_dynamic_modifier
		add_to_variable = {
			DEN_occupation_laws_mic_to_overlord = 0.05
			tooltip = mic_to_overlord_factor_tt
		}
		DEN_modify_overlord_relations_big = yes
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_take_advantage_of_dus_contacts
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_take_advantage_of_dus_contacts
	icon = GFX_focus_RAJ_red_in_the_shadows
	prerequisite = {
		focus = CHI_legitimise_du
	}
	x = 0
	y = 1
	relative_position_id = CHI_legitimise_du
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_illicit_trade_tt
		add_to_variable = {
			CHI_illicit_trade_consumer_goods = 0.1
			tooltip = consumer_goods_factor_tt
		} {
			CHI_illicit_trade_industrial_capacity_factory = 0.1
			tooltip = industrial_capacity_factory_tt
		} {
			CHI_illicit_trade_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		}
	}
}
### Entity: Idea
Component: FRA_maquis
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_maquis = {
	picture = MEX_politicised_army
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		resistance_growth_on_our_occupied_states = 0.1
	}
}
### Entity: Modding Documentation
Construct: number_of_unused_trait_points
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### number_of_unused_trait_points
* description: Number of unused trait points of the military industrial organization
### Entity: Event
Component: GOE_RAJ_eic.8
Constructs: is_triggered_only, clr_country_flag, is_trying_to_buy_land
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_eic.8
	title = GOE_RAJ_eic.8.t
	desc = GOE_RAJ_eic.8.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_eic.8.a
		hidden_effect = {
			clr_country_flag = is_trying_to_buy_land
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_seek_british_military_cooperation
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_justifying_wargoal_against, has_opinion, has_dlc
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_seek_british_military_cooperation
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = ITA_dino_grandi_focus ITA_monarchia_d_italia
	}
	mutually_exclusive = {
		focus = ITA_invite_france_to_military_partnership
	}
	relative_position_id = ITA_dino_grandi_focus
	x = 2
	y = 1
	cost = 10
	available = {
		is_subject = no
		ENG = {
			is_subject = no
			NOT = {
				has_war_with = ROOT
			} {
				is_justifying_wargoal_against = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 9
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_tags = {
					ENG
				}
			}
		}
		ENG = {
			country_event = {
				id = BBA_italy_research_agreement.1
				hours = 6
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ITA_anglo_italian_cooperation_effect = yes
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_obtain_foreign_colonial_investments
Constructs: has_war_with, completion_reward, allow_branch, has_dlc, is_subject_of, has_full_control_of_state, unlock_decision_category_tooltip
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_obtain_foreign_colonial_investments
	allow_branch = {
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	available = {
		NOT = {
			has_war_with = USA
		} {
			has_war_with = ENG
		}
		any_country = {
			OR = {
				original_tag = HOL
				is_subject_of = HOL
			}
			has_full_control_of_state = 335 672 334
		}
		has_full_control_of_state = 695 309
	}
	bypass = {

	}
	icon = GFX_goal_generic_consumer_goods
	x = 3
	y = 0
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		unlock_decision_category_tooltip = HOL_obtain_foreign_colonial_investments
		custom_effect_tooltip = HOL_obtain_foreign_colonial_investments_tt
	}
}
### Entity: Decision
Component: SND_unclear_loyalties_cat
Constructs: has_completed_focus, has_country_flag, has_dlc, has_global_flag
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
SND_unclear_loyalties_cat = {
	icon = GFX_decision_category_jap_intervene_in_china
	picture = GFX_decision_cat_picture_generic_border_conflicts
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = SND
	}
	visible = {
		has_completed_focus = CHI_sea_secure_internal_politics
		NOT = {
			has_global_flag = jinan_has_fallen
			has_country_flag = SND_han_fuju_stays
		}
	}
	priority = 100
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_smersh
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_dlc, unlock_propaganda_campaign_tt, unlock_decision_tooltip
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_smersh
	icon = GFX_SOV_smersh_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_lessons_of_war
	}
	x = 2
	y = 1
	relative_position_id = SOV_lessons_of_war
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = SOV_smersh
		} {
			limit = {
				has_government = communism
			}
			custom_effect_tooltip = unlock_propaganda_campaign_tt propaganda_campaign_requirement_tt
			if = {
				limit = {
					has_dlc = La Resistance
				}
				unlock_decision_tooltip = SOV_propaganda_treacherous_enemy
			}
			unlock_decision_tooltip = SOV_propaganda_do_not_blab
		}
		else = {
			add_ideas = SOV_smersh_no_lar
		}
	}
}
### Entity: Military Industrial Organization
Component: UKR_mykolayiv_shipyard_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/UKR_organization.txt

Code:
UKR_mykolayiv_shipyard_organization = {
	name = Mykolayiv Shipyard
	include = generic_escort_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_1
	allowed = {
		original_tag = UKR
	}
	initial_trait = {
		name = generic_mio_initial_trait_escort_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Country History
Country: CHA
Component: CHA_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/CHA - Chad.txt

Code:
# Misc for CHA
capital = 774
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Order of Battle
Component: Mediterranean Command
Source: game
File: history/units/ENG_1936_naval_mtg.txt

Code:
fleet = {
	name = Mediterranean Command
	naval_base = 4076
	task_force = {
		name = Mediterranean Fleet
		location = 4076
		ship = {
			name = HMS Glorious
			definition = carrier
			start_experience_factor = 0.25
			equipment = {
				ship_hull_carrier_conversion_bb = {
					amount = 1
					owner = ENG
					version_name = Courageous Class
				}
			}
		} {
			name = HMS Warspite
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Barham
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Malaya
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Devonshire
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Shropshire
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Sussex
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Arethusa
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Arethusa Class
				}
			}
		} {
			name = HMS Galatea
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Leander Class
				}
			}
		} {
			name = HMS Coventry
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = C-Class
				}
			}
		} {
			name = HMS Wolsey
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ENG
					version_name = V/W Class
				}
			}
		} 
# ... (truncated)
### Entity: Modifier Reference
Construct: Land_Units_Only:
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
### Land Units Only:
- *recon*: The recon level of the land unit assigned to the raid, if there is one. Typical reference values from 0 to 10
- *organisation*: The organisation (absolute) of the land unit assigned to the raid, if there is one. Reference values from 0 to 100+
- *strength*: The strength (factor) of the land unit assigned to the raid, if there is one. Reference values from 0.0 to 1.0

Example of scripting the success factors for a raid type:
```
success_factors = {
    # Factors that determine the probability of a raid being successful
    success = {
        # The base chance of this outcome is 20%
        base = 0.5

        prep_time = {
            # As preparation progress approaches 1.0 (the default reference value), starting from 0.6,
            # gradually remove the penalty (from -30% to 0%)
            start_reference = 0.6
            start_weight = -0.3
            weight = 0
        }

        agility = {
            reference = 100.0
            # As air unit agility approaches 100 (as defined by the value above), increase chance by this value
            weight = 0.05
            # At 0 agility, the modifier will have negative effect.
            # The modifier will scale linearly, meaning at 50 agility, the modifier will be 0.
            start_weight = -0.05
        }

        reliability = {
            reference = 100.0
            # By defining a start reference, we can make the modifier have weight 0 until reliability reaches 50,
            # after which it will increase until it reaches 100
            start_reference = 50.0
            weight = 0.1
        }
    }

    # Factors that determine the probability of a successful raid being a critical success
    critical = {
        # The base chance of this outcome is 10%
        base = 0.1

        experience = {
            reference = 50.0
            # As unit experience approaches 50 (as defined by the value above), increase chance by this value
            weight = 0.05
        }
    }

    # Factors that determine the probability of a raid being a disaster (critical failure). Note that risk taking will impact disaster risk.
    disaster = {
        # The base chance of this outcome is 10%
        base = 0.1

        experience = {
            reference = 50.0
            # As unit experience approaches 50 (as defined by the value above), increase chance by this valu
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_defend_our_coasts
Constructs: prerequisite, add_ideas, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_defend_our_coasts
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = CHI_fund_the_naval_air_establishment
	}
	x = 1
	y = 1
	relative_position_id = CHI_fund_the_naval_air_establishment
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_ROCN_tt
		add_to_variable = {
			CHI_ROCN_mines_planting_by_air_factor = 0.3
			tooltip = naval_mines_planting_by_air_factor_tt
		}
		add_ideas = CHI_defend_our_coasts_hidden
	}
}
### Entity: Character
Component: socialist_journalist
Constructs: communism_drift, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
socialist_journalist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	political_power_factor = 0.05
	compliance_gain = 0.02
}
### Entity: State History
Component: 879
Constructs: add_core_of
Source: game
File: history/states/879-Kargopol.txt

Code:
state = {
	id = 879
	name = STATE_879
	manpower = 210177
	state_category = rural
	history = {
		owner = SOV
		victory_points = {
			138 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV
		1939.1.1 = {
			buildings = {
				industrial_complex = 2
			}
		}
	}
	provinces = {
		3 18 26 72 89 127 138 3031 3086 6034 6051 6075 6109 9187 11071 11137 11178
	}
	local_supplies = 0.0
}
### Entity: National Focus
Component: romanian_focus
Constructs: set_political_party, has_completed_focus, division_template, create_country_leader, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/romania.txt

Code:
focus_tree = {
	id = romanian_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = ROM
			has_dlc = Death or Dishonor
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1100
	}
	focus = {
		id = ROM_preserve_greater_romania
		icon = GFX_focus_rom_preserve_romania
		mutually_exclusive = {
			focus = ROM_balkans_dominance
		}
		x = 3
		y = 0
		cost = 10
		ai_will_do = {
			factor = 9
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			add_ideas = ROM_preserve_greater_romania
		}
	} {
		id = ROM_a_deal_with_the_devil
		icon = GFX_goal_generic_dangerous_deal
		prerequisite = {
			focus = ROM_preserve_greater_romania
		}
		x = -2
		y = 1
		relative_position_id = ROM_preserve_greater_romania
		cost = 10
		ai_will_do = {
			factor = 5
		}
		available = {
			NOT = {
				has_war_with = SOU
			}
			SOU = {
				exists = yes
				is_puppet = no
				has_civil_war = no
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
			add_opinion_modifier = {
				target = SOV
				modifier = ROM_a_deal_with_the_devil
			}
			SOV = {
				add_opinion_modifier = {
					target = ROOT
					modifier = ROM_a_deal_with_the_devil
				}
			}
		}
	} {
		id = ROM_form_peasant_militias
		icon = GFX_goal_generic_political_pressure
		prerequisite = {
			focus = ROM_a_deal_with_the_devil
		}
		x = -1
		y = 1
		relative_position_id = ROM_a_deal_with_the_devil
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_ideas = ROM_a_deal_with_the_devil_2
		}
	} {
		id = ROM_basing_rights_for_soviet_union
		icon = GFX_focus_generic_soviet_politics
		prerequisite = {
			focus = ROM_a_deal_with_the_devil
		}
		x = 0
		y = 2
		relative_position_id = ROM_a_deal_with_the_devil
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			is_in_faction = no
			SOV = {
				exists = yes
				is_puppet = no
				NOT = {
					has_war_with = ROOT
				}
				has_civil_
# ... (truncated)
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_trans_turkestan_railway
Constructs: shared_focus, prerequisite, completion_reward, has_idea, allow_branch, build_railway, build_only_on_allied
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_trans_turkestan_railway
	icon = GFX_goal_generic_construct_infrastructure
	cost = 10
	prerequisite = {
		focus = TRK_ethnic_collaboration
	}
	relative_position_id = TRK_ethnic_collaboration
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		controls_state = 590 589 732 742 584
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		build_railway = {
			level = 1
			build_only_on_allied = yes
			fallback = yes
			start_state = 590
			target_state = 586
		} {
			level = 1
			build_only_on_allied = yes
			fallback = yes
			start_state = 586
			target_state = 584
		}
	}
}
### Entity: AI Strategy
Component: EAI_cavalry_role
Source: game
File: common/ai_templates/EAI_suppression_role.txt

Code:
EAI_cavalry_role = {
	role = cavalry
	upgrade_prio = {
		base = 0
	}
	CAVALRY_TEMPLATE = {
		enable = {
			always = yes
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				cavalry = 4
			}
		}
	}
	CAVALRY_TEMPLATE_2 = {
		enable = {
			always = yes
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				cavalry = 6
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_extend_the_curtain_outwards_old
Constructs: prerequisite, has_war, limit, has_government, every_country, has_war_with, is_major, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_extend_the_curtain_outwards_old
	text = SOV_extend_the_curtain_outwards
	icon = GFX_goal_sov_east_vs_west
	prerequisite = {
		focus = SOV_comecon
	}
	mutually_exclusive = {
		focus = SOV_a_cold_war_old
	}
	x = -1
	y = 1
	relative_position_id = SOV_comecon
	cost = 10
	available = {
		is_faction_leader = yes
		is_subject = no
		any_other_country = {
			is_major = yes
			num_of_factories = > 100
			has_government = democratic
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {
		all_other_country = {
			is_major = yes
			num_of_factories = > 100
			has_government = democratic
			has_war_with = ROOT
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			add = 25
			any_other_country = {
				exists = yes
				is_major = yes
				num_of_factories = > 100
				has_government = democratic
				has_war = no
				is_faction_leader = yes
			}
			ROOT = {
				has_war = no
				is_faction_leader = yes
				is_major = yes
			}
			has_global_flag = r56_ww2_got_done_early_make_ai_move_toward_ww3
		}
	}
	select_effect = {
		every_country = {
			limit = {
				OR = {
					AND = {
						is_major = yes
						num_of_factories = > 100
					}
					is_neighbor_of = ROOT
				}
				has_government = democratic
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = sov_hot_war_tt
		every_other_country = {
			limit = {
				OR = {
					AND = {
						is_major = yes
						num_of_factories = > 100
					}
					is_neighbor_of = ROOT
				}
				has_government = democratic
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}