Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Component: UNIFIED_africa_trans_african_railway
Constructs: shared_focus, prerequisite, limit, completion_reward, is_african_union_tt, has_cosmetic_tag, has_idea, is_core_of
Source: game
File: common/national_focus/r56_african_union_shared.txt

Code:
shared_focus = {
	id = UNIFIED_africa_trans_african_railway
	icon = GFX_goal_generic_construct_infrastructure
	cost = 10
	text = UNIFIED_GENERIC_trans_country_railway
	prerequisite = {
		focus = AFR_ethnic_collaboration
	}
	relative_position_id = AFR_ethnic_collaboration
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = is_african_union_tt
			OR = {
				has_cosmetic_tag = WAU_UNITED MUT_UNIFIED MALI_UNITED east_africa horn_of_africa
			}
		}
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		if = {
			limit = {
				has_cosmetic_tag = MALI_UNITED
			}
			controls_state = 778 558 272
		} {
			limit = {
				has_cosmetic_tag = MUT_UNIFIED
			}
			all_state = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
		} {
			limit = {
				has_cosmetic_tag = WAU_UNITED
			}
			all_state = {
				is_core_of = ROOT
				NOT = {
					OR = {
						is_core_of = LIB SIE GNB GAM
					}
				}
				is_controlled_by = ROOT
			}
		} {
			limit = {
				OR = {
					has_cosmetic_tag = east_africa
				}
			}
			all_state = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_cosmetic_tag = MUT_UNIFIED
			}
			build_railway = {
				level = 1
				build_only_on_allied = yes
				fallback = yes
				start_state = 544
				target_state = 545
			} {
				level = 1
				build_only_on_allied = yes
				fallback = yes
				start_state = 545
				target_state = 541
			} {
				level = 1
				build_only_on_allied = yes
				fallback = yes
				start_state = 541
				target_state = 681
			}
		} {
			limit = {
				has_cosmetic_tag = MALI_UNITED
			}
			build_railway = {
				level = 2
				build_only_on_allied = yes
				fallback = yes
				start_state = 778
				target_state = 272
			}
		} {
			limit = {
				has_cosmetic_tag = WAU_UNITED
			}
			build_railway = {
				level = 2
				build_only_on_allied = yes
				fallback = yes
				start_state = 773
				target_state = 272
			}
		} {
			limit = {
				OR = {
					has_cosmetic_tag = east_africa
				}
			}
			build_railway = {
				level = 1
				build_only_on_allied = yes
				fallback = yes
				start_state = 546
				target_state = 769
			} {
				level = 1
				build_only_on_allied = yes
				fallback = yes
				start_state = 769
				target_state = 548
			}
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_exploit_our_resources
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_exploit_our_resources
	icon = GFX_goal_generic_excavation_equipment
	prerequisite = {
		focus = PLY_develop_the_villages
	}
	relative_position_id = PLY_develop_the_villages
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_autarky
			bonus = 1.0
			uses = 2
			category = excavation_tech
		}
	}
}
### Entity: Idea
Component: POR_socialist_market_economy
Constructs: stability_factor, industrial_capacity_factory, removal_cost, communism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_socialist_market_economy = {
	picture = generic_production_bonus
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		stability_weekly = 0.001
		political_power_factor = -0.15
		stability_factor = 0.03
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		production_factory_max_efficiency_factor = 0.15
		communism_drift = 0.01
		global_building_slots_factor = 0.1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_end_the_fubkrieg
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_end_the_fubkrieg
	icon = GFX_goal_generic_position_armies
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_beneath_sticks_and_stones SWE_tank_development
	}
	relative_position_id = SWE_beneath_sticks_and_stones
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		army_experience = 35
		air_experience = 35
		navy_experience = 35
		add_doctrine_cost_reduction = {
			name = SWE_end_the_fubkrieg
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		} {
			name = SWE_end_the_fubkrieg
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		} {
			name = SWE_end_the_fubkrieg
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: Character
Component: army_armored_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_armored_3 = {
	sprite = 8
	army_armor_attack_factor = 0.15
	army_armor_defence_factor = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_align_the_marxists
Constructs: prerequisite, has_government, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_align_the_marxists
	icon = GFX_focus_chi_cooperation_with_the_communists
	relative_position_id = CHL_development_inwards
	x = -2
	y = 2
	cost = 5
	prerequisite = {
		focus = CHL_development_inwards
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		NOT = {
			has_government = communism
		}
		CHL_has_left_wing_government = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CHL_rolando_reyes CHL_carlos_contreras_labarca CHL_elias_lafertte_gavino CHL_manuel_hidalgo_plaza CHL_oskar_schnake
	}
}
### Entity: Order of Battle
Component: 4a Brigada del Ejército
Constructs: division_template
Source: game
File: history/units/COL_1939.txt

Code:
division = {
	name = 4a Brigada del Ejército
	location = 1887
	division_template = Brigada del Ejército
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Scripted Effect
Component: SWI_find_biggest_fascist_neighbor
Constructs: limit, has_government, has_war_with, has_country_flag, has_capitulated, set_variable, has_variable, set_country_flag
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_find_biggest_fascist_neighbor = {
	if = {
		limit = {
			SWI_has_easy_fascist_neighbor_option = yes
		}
		if = {
			limit = {
				GER = {
					exists = yes
					has_government = fascism
					has_capitulated = no
					NOT = {
						has_war_with = SWI
					}
				}
			}
			set_variable = {
				SWI_biggest_fascist = GER
			}
		}
		else_if = {
			limit = {
				ITA = {
					exists = yes
					has_government = fascism
					has_capitulated = no
					NOT = {
						has_war_with = SWI
					}
				}
			}
			set_variable = {
				SWI_biggest_fascist = ITA
			}
		} {
			limit = {
				FRA = {
					exists = yes
					has_government = fascism
					has_capitulated = no
					NOT = {
						has_war_with = SWI
					}
				}
			}
			set_variable = {
				SWI_biggest_fascist = FRA
			}
		}
	} {
		limit = {
			SWI = {
				has_variable = SWI_biggest_fascist
				NOT = {
					has_country_flag = SWI_viable_fascist_in_europe
				}
			}
		}
		SWI = {
			set_country_flag = SWI_viable_fascist_in_europe
		}
	}
	else_if = {
		limit = {
			ENG = {
				exists = yes
				has_government = fascism
				has_capitulated = no
				NOT = {
					has_war_with = SWI
				}
			}
		}
		set_variable = {
			SWI_biggest_fascist = ENG
		}
	} {
		limit = {
			any_other_country = {
				SWI_is_country_to_balance = yes
				has_government = fascism
			}
		}
		every_other_country = {
			limit = {
				SWI_is_country_to_balance = yes
				has_government = fascism
			}
			SWI_check_fascist_factories = yes
		}
	} {
		limit = {
			any_other_country = {
				is_suitable_fascist_major = yes
			}
		}
		every_other_country = {
			limit = {
				is_suitable_fascist_major = yes
			}
			SWI_check_fascist_factories = yes
		}
	} {
		limit = {
			any_other_country = {
				NOT = {
					has_war_with = SWI
				}
				is_neighbor_of = SWI
				has_government = fascism
			}
		}
		every_other_country = {
			limit = {
				NOT = {
					has_war_with = SWI
				}
				is_neighbor_of = SWI
				has_government = fascism
			}
			SWI_check_fascist_factories = yes
		}
	} {
		limit = {
			any_other_country = {
				NOT = {
					has_war_with = SWI
				}
				has_government = fascism
				capital_scope = {
					is_on_continent = europe
				}
			}
		}
		every_other_country = {
			limit = {
				NOT = {
					has_war_with = SWI
				}
				has_government = fascism
				capital_scope = {
					is_on_continent = europe
				}
			}
			SWI_check_fascist_factories = yes
		}
	}
	
# ... (truncated)
### Entity: Idea
Component: EAI_DD_17/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Event
Component: tdlra.9
Constructs: is_triggered_only
Source: game
File: events/r56_netherlands.txt

Code:
country_event = {
	id = tdlra.9
	title = tdlra.9.t
	desc = tdlra.9.d
	picture = GFX_news_event_desertion_poster
	is_triggered_only = yes
	option = {
		name = tdlra.9.a
	}
}
### Entity: Event
Component: mtg_netherlands.56
Constructs: is_triggered_only, limit, random_unit_leader, has_id, add_timed_unit_leader_trait, random_days
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.56
	title = mtg_netherlands.56.t
	desc = mtg_netherlands.56.d
	picture = GFX_report_event_hol_prins_bernhard
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.56.a
		random_unit_leader = {
			limit = {
				has_id = 982
			}
			add_timed_unit_leader_trait = {
				trait = wounded
				days = 90
			}
		}
		hidden_effect = {
			country_event = {
				id = mtg_netherlands.44
				days = 60
				random_days = 60
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.11
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_country_leader_role, set_party_name, add_popularity, set_cosmetic_tag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.11
	title = wuw_GER_realpolitik.11.t
	desc = wuw_GER_realpolitik.11.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.11.a
		ai_chance = {
			base = 100
		}
		puppet = FROM
		GER_lower_CGFF_small = yes
		FROM = {
			add_country_leader_role = {
				character = FIN_prince_wolfgang_von_hesse
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						crown_prince_of_finland personal_agenda_von_hesse
					}
				}
			}
			set_party_name = {
				ideology = neutrality
				long_name = FIN_neutrality_party_monarchist_long
				name = FIN_neutrality_party_monarchist
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
			IF = {
				limit = {
					has_completed_focus = FIN_greater_finland
				}
				set_cosmetic_tag = FIN_greater_kingdom_of_finland
			}
			ELSE = {
				set_cosmetic_tag = FIN_kingdom_of_finland
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_promote_confucian_principles
Constructs: prerequisite, limit, has_government, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_promote_confucian_principles
	icon = GFX_focus_SWE_refuge_from_war
	prerequisite = {
		focus = MEN_embrace_the_new_life_movement
	}
	x = -1
	y = 1
	available = {
		NOT = {
			has_government = communism
		}
	}
	relative_position_id = MEN_embrace_the_new_life_movement
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				MEN = {
					has_idea = MEN_the_new_life_movement
				}
			}
			swap_ideas = {
				remove_idea = MEN_the_new_life_movement
				add_idea = MEN_the_new_life_movement_1
			}
		}
		else = {
			swap_ideas = {
				remove_idea = MEN_the_new_life_movement_1
				add_idea = MEN_the_new_life_movement_2
			}
		}
	}
}
### Entity: Order of Battle
Component: Mediterranean Command
Source: game
File: history/units/MLT_1936_Naval_Legacy.txt

Code:
fleet = {
	name = Mediterranean Command
	naval_base = 12003
	task_force = {
		name = Mediterranean Fleet
		location = 12003
		ship = {
			name = AFM Sinking Wolf
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = MLT
				}
			}
		} {
			name = AFM Melita I
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = MLT
				}
			}
		} {
			name = AFM Melita II
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = MLT
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: run_generic_rescue_operation
Constructs: check_variable, build_intel_network
Source: game
File: common/ai_strategy/generic_operation_strats.txt

Code:
run_generic_rescue_operation = {
	enable = {
		NOT = {
			check_variable = {
				rescue_operative_from = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_operation
		operation = operation_rescue_operative
		value = 1000
		operation_target = var:rescue_operative_from
	} {
		type = operation_equipment_priority
		value = 100
	} {
		type = operative_mission
		mission = build_intel_network
		value = 900
		mission_target = var:rescue_operative_from
	}
}
### Entity: Technology
Component: paras_bonus_2
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_PAR_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = air
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = paras_keystone_2
		research_cost_coeff = 1
	}
	paratrooper_weight_factor = -0.5
	special_forces_no_supply_grace = 24
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_paratroopers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 1
			y = 8
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Event
Component: WW_hungary.71
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, puppet_wargoal_focus, unlock_decision_tooltip
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.71
	title = WW_hungary.71.t
	desc = WW_hungary.71.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.71.a
		ai_chance = {
			factor = 100
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		unlock_decision_tooltip = HUN_place_a_habsburg_on_the_lombardo_venetian_throne
	}
}
### Entity: Idea
Component: CHI_chinese_betrayal_commie
Constructs: stability_factor, war_support_factor, has_war_with, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_chinese_betrayal_commie = {
	picture = jap_militarism_shogun
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.1
		army_org_factor = -0.1
		stability_factor = -0.2
		war_support_factor = -0.2
		political_power_cost = 0.2
		surrender_limit = -0.2
	}
	allowed = {
		always = no
	}
	cancel = {
		CUG = {
			NOT = {
				has_war_with = JAP
			}
		}
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.2
		attack_bonus_against = -0.2
	}
}
### Entity: Event
Component: austria.67
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
news_event = {
	id = austria.67
	title = austria.67.t
	desc = austria.67.desc
	picture = GFX_news_event_AUS_renner
	is_triggered_only = yes
	major = yes
	option = {
		name = austria.67.a
		trigger = {
			original_tag = AUS
		}
	} {
		name = austria.67.b
		trigger = {
			original_tag = ITA
		}
	} {
		name = austria.67.c
		trigger = {
			OR = {
				original_tag = FRA ENG
			}
		}
	} {
		name = austria.67.d
		trigger = {
			original_tag = GER
		}
	} {
		name = austria.67.e
		trigger = {
			NOT = {
				original_tag = AUS GER ITA FRA ENG
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.25
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_popularity
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.25
	title = BBA_italy_interaction_events.25.t
	desc = BBA_italy_interaction_events.25.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.25.a
		ai_chance = {
			base = 90
		}
	} {
		name = BBA_italy_interaction_events.25.b
		ai_chance = {
			base = 10
		}
		add_stability = -0.1
		add_war_support = -0.2
		add_popularity = {
			ideology = fascism
			popularity = -0.3
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_recovering_from_the_great_depression
Constructs: has_completed_focus, limit, completion_reward, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_recovering_from_the_great_depression
	icon = GFX_focus_generic_economic_recovery
	available = {

	}
	x = -111
	y = 0
	cost = 5
	offset = {
		x = 2
		y = 0
		trigger = {
			has_completed_focus = INS_underground_revolution
		}
	} {
		x = 5
		y = 0
		trigger = {
			has_completed_focus = INS_seize_oppurtunity INS_the_declaration_of_independence
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_min_export
			value = 0.05
			tooltip = min_export_tt
		}
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1051 335 1058
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: SPA_angel_salas_larrazabal
Constructs: has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_angel_salas_larrazabal = {
	name = SPA_angel_salas_larrazabal
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPA_angel_salas_larrazabal
		ledger = air
		name = SPA_angel_salas_larrazabal
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
			original_tag = SPR
		}
		visible = {
			has_government = fascism
		}
		available = {
			has_government = fascism
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: Baltiyskiy Flot
Source: game
File: history/units/SOV_1939_naval_legacy.txt

Code:
fleet = {
	name = Baltiyskiy Flot
	naval_base = 3151
	task_force = {
		name = Baltiyskiy Flot
		location = 3151
		ship = {
			name = Marat
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Oktyabrskaya Revolutsiya
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Kirov
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Leningrad
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
					version_name = Leningrad & Minsk Class
				}
			}
		} {
			name = Gremyashchiy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Groznyy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Gnevnyy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Gordyy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Minsk
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
					version_name = Leningrad & Minsk Class
				}
			}
		} {
			name = Gromkiy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Smetlivyy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Stremitelnyy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Sokrushitelnyy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		}
	} {
		name = Baltiyskiy Podvodniy Flot
		location = 3151
		ship = {
			name = Shch-301
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-302
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-303
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = S
# ... (truncated)
### Entity: National Focus
Tree: ins_focus
Component: INS_liberate_the_philippines
Constructs: prerequisite, has_war_with, completion_reward, has_army_manpower, is_subject, has_war_with_major, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_liberate_the_philippines
	icon = GFX_goal_generic_attack_philippines
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			has_army_manpower = {
				size = > 199999
			}
			PHI = {
				OR = {
					is_subject = no
					has_war_with_major = yes
				}
			}
		}
	}
	relative_position_id = INS_hari_kemerdekaan
	x = -2
	y = 1
	prerequisite = {
		focus = INS_hari_kemerdekaan
	}
	cost = 5
	available = {
		is_subject = no
		PHI = {
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = PHI
	completion_reward = {
		create_wargoal = {
			target = PHI
			type = puppet_wargoal_focus
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: LaR_france_vichy_notification_events.8
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = LaR_france_vichy_notification_events.8
	title = LaR_france_vichy_notification_events.8.t
	desc = LaR_france_vichy_notification_events.7.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = LaR_france_vichy_notification_events.7.a
		ai_chance = {
			factor = 100
		}
		effect_tooltip = {
			FRA = {
				FRA_transfer_indochina_effect = yes
			}
		}
	}
}
### Entity: Country History
Country: ZIM
Component: ZIM_army
Source: game
File: history/countries/ZIM - Zimbabwe.txt

Code:
# OOB & Army Setup for ZIM
oob = ZIM_1936