Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_FACTOR_motorized_equipment_FOCUS
Constructs: is_major, has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_FACTOR_motorized_equipment_FOCUS = {
	enable = {
		has_equipment = {
			motorized_equipment = < 1000
		}
		is_major = yes
		EAI_armor_tech_focus = yes
		OR = {
			EAI_LARM_equipment_production = yes
			EAI_MARM_equipment_production = yes
			EAI_HARM_equipment_production = yes
			EAI_MODARM_equipment_production = yes
		}
	}
	abort = {
		NOT = {
			AND = {
				has_equipment = {
					motorized_equipment = < 2000
				}
				is_major = yes
				EAI_armor_tech_focus = yes
				OR = {
					EAI_LARM_equipment_production = yes
					EAI_MARM_equipment_production = yes
					EAI_HARM_equipment_production = yes
					EAI_MODARM_equipment_production = yes
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = motorized_equipment
		value = 100
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_extra_refresher_exercises
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_extra_refresher_exercises
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = FIN_suomen_maavoimat
	}
	x = 0
	y = 1
	relative_position_id = FIN_suomen_maavoimat
	cost = 10
	available = {
		threat = > 0.25
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = FIN_modify_finnish_army_ns_intro
		add_to_variable = {
			FIN_finnish_army_experience_gain_army_factor = 0.05
			tooltip = experience_gain_army_factor_tt
		} {
			FIN_finnish_army_dig_in_speed_factor = 0.1
			tooltip = dig_in_speed_factor_tt
		} {
			FIN_finnish_army_training_time_factor = -0.1
			tooltip = training_time_factor_tt
		} {
			FIN_finnish_army_mobilization_speed = 0.1
			tooltip = mobilization_speed_tt
		} {
			FIN_finnish_army_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_low_increase_democratic_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_low_increase_democratic_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.1
		tooltip_side = ITA_democratic_side
	}
}
### Entity: Order of Battle
Component: 4ème Division d'Infanterie
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/EFR_armistice_army.txt

Code:
division = {
	name = 4ème Division d'Infanterie
	location = 3594
	division_template = Division d'Infanterie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_align_with_habsburgs
Constructs: prerequisite, limit, has_war_with, completion_reward, is_in_faction, is_faction_leader, is_subject, has_country_leader
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_align_with_habsburgs
	icon = GFX_focus_proclaim_the_restauration_of_Austria_Hungary
	prerequisite = {
		focus = LIE_the_face_against_communism
	}
	relative_position_id = LIE_the_face_against_communism
	mutually_exclusive = {
		focus = LIE_trust_in_the_germans
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	available = {
		OR = {
			HUN = {
				exists = yes
				OR = {
					is_in_faction = no
					is_faction_leader = yes
				}
				is_subject = no
				NOT = {
					has_war_with = ROOT
				}
				has_country_leader = {
					character = HUN_otto_von_habsburg
					ruling_only = yes
				}
			}
			AUS = {
				exists = yes
				OR = {
					is_in_faction = no
					is_faction_leader = yes
				}
				is_subject = no
				NOT = {
					has_war_with = ROOT
				}
				has_country_leader = {
					character = AUS_otto_von_habsburg
					ruling_only = yes
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				AUS = {
					is_in_faction = no
					NOT = {
						has_war_with = ROOT
					}
					has_country_leader = {
						character = AUS_otto_von_habsburg
						ruling_only = yes
					}
				}
			}
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				create_faction_from_template = faction_template_habsburg_alliance
				add_faction_initiative = 1
			}
			ELSE = {
				create_faction_from_template = faction_template_habsburg_alliance
			}
			AUS = {
				country_event = generic.5
			}
			if = {
				limit = {
					UKR = {
						exists = yes
						is_subject = no
						has_country_leader = {
							character = UKR_vasyl_vyshyvanyi
							ruling_only = yes
						}
					}
				}
				UKR = {
					country_event = generic.5
				}
			}
		}
		else_if = {
			limit = {
				AUS = {
					is_faction_leader = yes
				} {
					NOT = {
						has_war_with = ROOT
					}
					has_country_leader = {
						character = AUS_otto_von_habsburg
						ruling_only = yes
					}
				}
			}
			AUS = {
				country_event = generic.2
			}
		} {
			limit = {
				HUN = {
					is_faction_leader = yes
				} {
					NOT = {
						has_war_with = ROOT
					}
					has_country_leader = {
						character = HUN_otto_von_habsburg
						ruling_only = yes
					}
				}
			}
			HUN = {
				country_event = generic.2
			}
		} {
			limit = {
				HUN = {

# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_expand_alliance
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction, add_ai_strategy
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_expand_alliance
	icon = GFX_goal_generic_befriend_uruguay
	relative_position_id = CHL_consolidate_the_government
	x = -1
	y = 5
	cost = 3
	prerequisite = {
		focus = CHL_argentine_alliance
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		country_exists = URG
		is_subject = no
		is_faction_leader = yes
		NOT = {
			URG = {
				is_in_faction = yes
			}
			has_war_with = URG
		}
	}
	completion_reward = {
		add_ai_strategy = {
			type = befriend
			id = URG
			value = 100
		}
		URG = {
			country_event = {
				id = chile.11
			}
		}
	}
}
### Entity: Scripted Effect
Component: GER_create_operative_otto_von_bolschwing
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_create_operative_otto_von_bolschwing = {
	create_operative_leader = {
		name = GER_otto_von_bolschwing
		GFX = GFX_portrait_GER_otto_von_bolschwing
		traits = {
			operative_natural_orator operative_well_groomed
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			GER PAL ROM
		}
		gender = male
	}
}
### Entity: Military Industrial Organization
Component: GRE_phaliron_aircraft_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/GRE_organization.txt

Code:
GRE_phaliron_aircraft_organization = {
	include = generic_cas_aircraft_organization
	icon = GFX_idea_gre_phaliron_aircraft
	allowed = {
		tag = GRE
		has_dlc = Battle for the Bosporus
	}
}
### Entity: Unit Template
Component: ENG_DEM_01
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_DEM_01 = {
	name = Loyalist Brigade
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Loyalist Brigade
	ordered = {
		1 = {
			%dst Loyalist Brigade
		}
		2 = {
			%dnd Loyalist Brigade
		}
		3 = {
			%drd Loyalist Brigade
		}
		4 = {
			%dth Loyalist Brigade
		}
		5 = {
			%dth Loyalist Brigade
		}
		6 = {
			%dth Loyalist Brigade
		}
		7 = {
			%dth Loyalist Brigade
		}
		8 = {
			%dth Loyalist Brigade
		}
		9 = {
			%dth Loyalist Brigade
		}
		10 = {
			%dth Loyalist Brigade
		}
		11 = {
			%dth Loyalist Brigade
		}
		12 = {
			%dth Loyalist Brigade
		}
		13 = {
			%dth Loyalist Brigade
		}
		14 = {
			%dth Loyalist Brigade
		}
		15 = {
			%dth Loyalist Brigade
		}
		16 = {
			%dth Loyalist Brigade
		}
		17 = {
			%dth Loyalist Brigade
		}
		18 = {
			%dth Loyalist Brigade
		}
		19 = {
			%dth Loyalist Brigade
		}
		20 = {
			%dth Loyalist Brigade
		}
		21 = {
			%dst Loyalist Brigade
		}
		22 = {
			%dnd Loyalist Brigade
		}
		23 = {
			%drd Loyalist Brigade
		}
		24 = {
			%dth Loyalist Brigade
		}
		25 = {
			%dth Loyalist Brigade
		}
		26 = {
			%dth Loyalist Brigade
		}
		27 = {
			%dth Loyalist Brigade
		}
		28 = {
			%dth Loyalist Brigade
		}
		29 = {
			%dth Loyalist Brigade
		}
		30 = {
			%dth Loyalist Brigade
		}
	}
}
### Entity: Modifier Reference
Component: GER_reichs_labor_initiative_modifier
Constructs: remove_trigger, is_core_of
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_reichs_labor_initiative_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	remove_trigger = {
		ROOT = {
			NOT = {
				is_core_of = ROOT.controller
			}
		}
	}
	state_production_speed_buildings_factor = 0.1
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_argentine_alliance
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_in_faction, add_ai_strategy, create_faction_from_template
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_argentine_alliance
	icon = GFX_goal_generic_befriend_argentina
	relative_position_id = CHL_consolidate_the_government
	x = -1
	y = 4
	cost = 10
	available = {
		country_exists = ARG
		is_subject = no
		is_in_faction = no
		NOT = {
			ARG = {
				is_in_faction = yes
			}
			has_war_with = ARG
		}
	}
	prerequisite = {
		focus = CHL_central_bank
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ai_strategy = {
			type = befriend
			id = ARG
			value = 100
		}
		ARG = {
			add_opinion_modifier = {
				target = CHL
				modifier = chile_argentina_relations_2
			}
		} {
			country_event = {
				id = chile.8
			}
		}
		CHL = {
			add_opinion_modifier = {
				target = ARG
				modifier = argentina_chile_relations_2
			}
		}
		create_faction_from_template = {
			template = faction_template_defensive_democratic
			name = chile_faction
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_v_for_victory
Constructs: prerequisite, completion_reward, add_offsite_building
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_v_for_victory
	icon = GFX_focus_BEL_v_for_victory
	prerequisite = {
		focus = BEL_moi_dabord
	}
	relative_position_id = BEL_moi_dabord
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_fast_attack_craft
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_fast_attack_craft
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = PHI_mosquito_fleet
	}
	relative_position_id = PHI_mosquito_fleet
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_island_nation_dynamic_modifier_tt
		add_to_variable = {
			PHI_island_nation_convoy_raiding_efficiency_factor = 0.05
			tooltip = convoy_raiding_efficiency_factor_tt
		} {
			PHI_island_nation_naval_light_gun_hit_chance_factor = 0.05
			tooltip = naval_light_gun_hit_chance_factor_tt
		} {
			PHI_island_nation_naval_torpedo_hit_chance_factor = 0.05
			tooltip = naval_torpedo_hit_chance_factor_tt
		} {
			PHI_island_nation_naval_torpedo_screen_penetration_factor = 0.05
			tooltip = naval_torpedo_screen_penetration_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: CHI_stop_disbanding_your_army_during_war
Constructs: has_war, has_dlc
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_stop_disbanding_your_army_during_war = {
	allowed = {
		original_tag = CHI
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		has_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ai_wanted_divisions_factor
		value = 100
	}
}
### Entity: State History
Component: 331
Constructs: add_core_of
Source: game
File: history/states/331-Newfoundland.txt

Code:
state = {
	id = 331
	name = STATE_331
	manpower = 255060
	state_category = rural
	history = {
		owner = ENG
		add_core_of = CAN
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			12505 = {
				naval_base = 1
			}
		}
		victory_points = {
			12505 2
		}
	}
	provinces = {
		7758 7788 12505 12680 12698
	}
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: fuel_ratio
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### fuel_ratio
* description: Compares the fuel ratio to a variable.
Example: fuel_ratio > 0.5
* (Auto generated using the trigger with same name)
### Entity: Event
Component: news.627
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.627
	title = news.627.t
	desc = news.627.desc
	picture = GFX_news_event_spr_spanish_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = news.627.a
	}
}
### Entity: Idea
Component: GUM_communist_guy
Constructs: has_government
Source: game
File: common/ideas/guam.txt

Code:
GUM_communist_guy = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = GUM
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_local_command_structure
Constructs: prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_local_command_structure
	icon = GFX_goal_communist_revolt
	prerequisite = {
		focus = MON_separate_army_and_politics
	}
	x = -1
	y = 1
	relative_position_id = MON_separate_army_and_politics
	cost = 10
	available = {
		NOT = {
			has_idea = MON_demotivated_army MON_deprived_army
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = MON_local_commanders
		MON_soviet_low_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: Character
Component: eager_commander
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
eager_commander = {
	random = no
	max_command_power_mult = 0.15
	command_power_gain_mult = 0.1
	stability_factor = 0.05
	experience_gain_army_factor = 0.05
}
### Entity: Character
Component: INS_sutomo
Source: game
File: common/characters/INS.txt

Code:
INS_sutomo = {
	name = INS_sutomo
	portraits = {
		army = {
			large = GFX_portrait_INS_sutomo
			small = GFX_portrait_INS_sutomo_small
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.120
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, has_war_with, has_opinion, is_in_faction_with
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.120
	title = JUNO_brazil_events.120.t
	desc = JUNO_brazil_events.120.desc
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.120.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 0.5
				}
			} {
				factor = 100
				is_in_faction_with = FROM
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 0
				has_war_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.121
				hours = 1
			}
		}
		effect_tooltip = {
			IF = {
				limit = {
					FROM = {
						has_completed_focus = BRA_us_brazil_technology_exchange
					}
				}
				add_to_tech_sharing_group = BRA_USA_tech_sharing_group
				FROM = {
					add_to_tech_sharing_group = BRA_USA_tech_sharing_group
				}
			} {
				limit = {
					FROM = {
						has_completed_focus = BRA_south_american_research_cooperation
					}
				}
				add_to_tech_sharing_group = BRA_south_american_tech_sharing_group
				FROM = {
					add_to_tech_sharing_group = BRA_south_american_tech_sharing_group
				}
			} {
				limit = {
					FROM = {
						has_completed_focus = AFG_soviet_research_cooperation
					}
				}
				add_to_tech_sharing_group = AFG_SOV_tech_sharing_group
				FROM = {
					add_to_tech_sharing_group = AFG_SOV_tech_sharing_group
				}
			}
		}
	} {
		name = JUNO_brazil_events.120.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.122
				hours = 1
			}
		}
		effect_tooltip = {
			FROM = {
				add_cic = 1000
			}
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_ensure_church_support
Constructs: prerequisite, limit, has_government, has_country_flag, add_stability, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_ensure_church_support
	icon = GFX_goal_generic_orthodoxy_two
	prerequisite = {
		focus = ARM_reunify_the_armenian_people
	}
	relative_position_id = ARM_reunify_the_armenian_people
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		controls_state = 230
		OR = {
			is_subject = no
			NOT = {
				has_government = communism
			}
			if = {
				limit = {
					is_subject = yes
				}
				OVERLORD = {
					NOT = {
						has_government = communism
					}
				}
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = neutrality
			popularity = 0.05
		}
		add_stability = 0.05
		if = {
			limit = {
				has_country_flag = ARM_catholicos_khoren_has_died
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = ARM_gevorg_VI
		}
		else = {
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = ARM_khoren_I
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Music Config
Component: sabaton/to_hell_and_back
Constructs: has_war_with
Source: game
File: music/sabatonsoundtrack_vol2.txt

Code:
music = {
	song = to_hell_and_back
	chance = {
		factor = 1
		modifier = {
			factor = 2
			tag = USA
			has_war_with = GER
		}
	}
}
### Entity: AI Strategy
Component: ETH_template_design
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_template_design = {
	allowed = {
		original_tag = ETH
	}
	enable = {
		date = > 1936.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = irregular_infantry
		value = 5
	}
}
### Entity: Decision
Component: ITA_missiolinis
Constructs: limit, has_country_flag, fire_only_once, is_debug, complete_effect, set_country_flag, set_variable, clr_country_flag
Source: game
File: common/decisions/ITA.txt

Code:
ITA_missiolinis = {
	DEBUG_MISSIOLINIS_FASTER_TACK = {
		priority = 100
		allowed = {
			tag = ITA
		}
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = ITA_missiolinis_faster_missions_flag
			}
		}
		complete_effect = {
			set_country_flag = ITA_missiolinis_faster_missions_flag
			set_variable = {
				ITA_missiolinis_conquer_ethiopia_days = 3
			} {
				ITA_missiolinis_pacify_ethiopia_days = 3
			} {
				ITA_missiolinis_default_days = 3
			}
		}
	}
	DEBUG_MISSIOLINIS_BACK_TO_NORMAL = {
		priority = 100
		allowed = {
			tag = ITA
		}
		visible = {
			is_debug = yes
			has_country_flag = ITA_missiolinis_faster_missions_flag
		}
		complete_effect = {
			clr_country_flag = ITA_missiolinis_faster_missions_flag
			set_variable = {
				ITA_missiolinis_conquer_ethiopia_days = 170
			} {
				ITA_missiolinis_pacify_ethiopia_days = 720
			} {
				ITA_missiolinis_default_days = 350
			}
		}
	}
	ITA_conquer_the_north_mission = {
		icon = GFX_decision_generic_operation
		allowed = {
			tag = ITA
		}
		available = {
			OR = {
				has_country_flag = ITA_victory_in_ethiopia_flag
				count_triggers = {
					amount = 2
					controls_province = 1984 2072 5097
				}
			}
		}
		activation = {
			always = no
		}
		visible = {
			ITA_missiolinis_system_available = yes
			has_global_flag = second_italo_ethiopian_war_flag
			NOT = {
				has_country_flag = ITA_victory_in_ethiopia_flag
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 841 842 843
			}
			highlight_color_while_active = 3
			highlight_color_before_active = 2
		}
		cancel_if_not_visible = yes
		is_good = no
		fire_only_once = yes
		selectable_mission = no
		days_mission_timeout = ETH.ETH_hold_the_north_time
		cancel_effect = {
			if = {
				limit = {
					OR = {
						has_country_flag = ITA_victory_in_ethiopia_flag
						count_triggers = {
							amount = 2
							controls_province = 1984 2072 5097
						}
						hidden_trigger = {
							NOT = {
								has_global_flag = second_italo_ethiopian_war_flag
							}
							hidden_trigger = {
								NOT = {
									has_country_flag = ITA_defeat_in_ethiopia_flag
								}
							}
						}
					}
				}
				country_event = {
					id = BBA_italy_missiolinis.03_north
					hours = 1
				}
			}
			else = {
				if = {
					limit = {
						NOT = {
							has_active_mission = ITA_conquer_the_south_mission
						}
						ITA_missiolinis_system_av
# ... (truncated)
### Entity: Character
Component: EGY_talaat_harb
Constructs: has_completed_focus
Source: game
File: common/characters/EGY.txt

Code:
EGY_talaat_harb = {
	name = Talaat Harb
	portraits = {
		civilian = {
			small = GFX_idea_EGY_talaat_harb
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = EGY_talaat_harb
		allowed = {
			original_tag = EGY
		}
		available = {
			has_completed_focus = EGY_banque_misr
		}
		traits = {
			financial_expert
		}
	}
}
### Entity: Event
Component: INS_revolution_events.24
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.24
	title = INS_revolution_events.24.t
	desc = INS_revolution_events.24.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.24.a
	}
}
### Entity: Decision
Component: ALB_form_egypt_albania_category
Source: game
File: common/decisions/categories/ALB_decision_categories.txt

Code:
ALB_form_egypt_albania_category = {
	icon = generic_formable_nations
	priority = 2
	on_map_area = {
		name = GEN_control_of_these_states_is_required_to_form_the_nation
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				OR = {
					state = 910 44 805 452 447 907 456 457 453
				}
			}
		}
		zoom = 300
	}
}
### Entity: State History
Component: 1142
Constructs: add_core_of
Source: game
File: history/states/1142-Dutch Timor.txt

Code:
state = {
	id = 1142
	name = STATE_1142
	resources = {

	}
	history = {
		owner = INS
		add_core_of = INS TML
		buildings = {
			infrastructure = 1
			air_base = 1
			1355 = {
				naval_base = 1
			}
		}
		victory_points = {
			1355 1
		}
	}
	provinces = {
		1339 1355 4358
	}
	manpower = 216435
	state_category = small_island
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_DIPLO_PER_dont_join_JAP
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_PER_dont_join_JAP = {
	allowed = {
		tag = PER
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = JAP
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = JAP
		target = offer_join_faction
		value = -5000
	}
}