Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Achievement
Component: a_fullmetal_brotherhood
Constructs: has_government, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_resources_in_country
Source: game
File: common/achievements.txt

Code:
a_fullmetal_brotherhood = {
	id = 256
	possible = {
		tag = CHI
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		CHI = {
			has_government = fascism
			has_resources_in_country = {
				resource = steel
				amount = > 299
				extracted = yes
			} {
				resource = tungsten
				amount = > 299
				extracted = yes
			} {
				resource = chromium
				amount = > 299
				extracted = yes
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_haven_of_tolerance
Constructs: prerequisite, add_ideas, add_war_support, add_stability, completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_haven_of_tolerance
	prerequisite = {
		focus = HOL_enemies_on_all_fronts
	}
	icon = GFX_goal_support_communism
	x = 0
	y = 2
	relative_position_id = HOL_enemies_on_all_fronts
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		add_stability = 0.1
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = HOL_haven_of_tolerance
	}
}
### Entity: Character
Component: rapa_nui_ariki
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
rapa_nui_ariki = {
	random = no
	sprite = 13
	stability_factor = 0.1
	war_support_factor = 0.05
	army_core_defence_factor = 0.25
	generate_wargoal_tension = -0.4
	non_core_manpower = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_modernized_small_ships
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_modernized_small_ships
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = LAT_rethink_naval_doctrine
	}
	mutually_exclusive = {
		focus = LAT_submarine_strategy
	}
	relative_position_id = LAT_rethink_naval_doctrine
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	available = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1.0
			ahead_reduction = 1
			uses = 1
			category = cl_tech dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: PRC_organizier_aat
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_organizier_aat = {
	random = no
	sprite = 13
	military_industrial_organization_funds_gain = 0.2
}
### Entity: Decision
Component: GER_beck_canaris_struggle_category
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_beck_canaris_struggle_category = {
	icon = generic_crisis
	priority = 10
	allowed = {
		original_tag = GER
	}
	visible = {
		has_government = neutrality
		has_completed_focus = GER_found_the_new_german_state
	}
}
### Entity: Event
Component: luxembourg.243
Constructs: is_triggered_only, limit, add_ideas, every_country, has_country_flag, set_cosmetic_tag, set_global_flag, every_subject_country
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.243
	title = luxembourg.243.t
	desc = luxembourg.243.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	trigger = {
		NOT = {
			any_country = {
				has_country_flag = LUX_resisted_federalisation
			}
		}
	}
	option = {
		name = luxembourg.243.a
		set_cosmetic_tag = UNL_UNIFIED
		add_ideas = generic_recent_political_unification generic_recent_army_unification generic_recent_economic_unification
		hidden_effect = {
			news_event = {
				id = wtt_news.58
				hours = 6
			}
			set_global_flag = form_united_netherlands_flag
		}
		every_country = {
			limit = {
				has_country_flag = LUX_accepted_federalisation
			}
			every_subject_country = {
				transfer_navy = {
					target = ROOT
				}
				ROOT = {
					puppet = PREV
				}
			}
			transfer_navy = {
				target = ROOT
			}
			every_core_state = {
				add_core_of = ROOT
			}
			every_state = {
				limit = {
					is_claimed_by = FROM
				}
				add_claim_by = ROOT
			}
			ROOT = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: AST_investigation_branch
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_investigation_branch = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AST_investigation_branch
	modifier = {
		subversive_activites_upkeep = -0.5
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_abolish_the_land_rent
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_abolish_the_land_rent
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = PRC_sea_permit_opium_trade PRC_sea_ban_the_opium_trade
	}
	x = 0
	y = 2
	relative_position_id = PRC_sea_enforce_the_three_rules
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		if = {
			limit = {
				has_idea = PRC_low_popular_support_1
			}
			has_idea = PRC_low_popular_support_1
		} {
			limit = {
				has_idea = PRC_low_popular_support_2
			}
			has_idea = PRC_low_popular_support_2
		} {
			limit = {
				has_idea = PRC_low_popular_support_3
			}
			has_idea = PRC_low_popular_support_3
		} {
			limit = {
				has_idea = PRC_low_popular_support_4
			}
			has_idea = PRC_low_popular_support_4
		} {
			limit = {
				has_idea = PRC_low_popular_support_5
			}
			has_idea = PRC_low_popular_support_5
		}
	}
	bypass = {
		NOT = {
			PRC_has_low_popular_support = yes
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = PRC_low_popular_support_1
			}
			remove_ideas = PRC_low_popular_support_1
		}
		else_if = {
			limit = {
				has_idea = PRC_low_popular_support_2
			}
			remove_ideas = PRC_low_popular_support_2
		} {
			limit = {
				has_idea = PRC_low_popular_support_3
			}
			remove_ideas = PRC_low_popular_support_3
		} {
			limit = {
				has_idea = PRC_low_popular_support_4
			}
			remove_ideas = PRC_low_popular_support_4
		} {
			limit = {
				has_idea = PRC_low_popular_support_5
			}
			remove_ideas = PRC_low_popular_support_5
		}
		else = {
			add_political_power = 150
			add_stability = 0.1
		}
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_navy_tactics
Constructs: shared_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_navy_tactics
	icon = GFX_goal_coastal_navy
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = EST_build_paldiski_port
	}
	relative_position_id = EST_build_paldiski_port
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = USA_fund_the_navy
			uses = 2
			cost_reduction = 0.5
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Music Config
Component: base_music/ethiopian_highlands
Constructs: has_war
Source: game
File: music/bba_songs.txt

Code:
music = {
	song = ethiopian_highlands
	chance = {
		factor = 1
		modifier = {
			factor = 0.05
			ETH_is_horn_of_africa_original_tag = no
		} {
			factor = 5
			ETH_is_horn_of_africa_original_tag = no
			any_enemy_country = {
				ETH_is_horn_of_africa_original_tag = yes
			}
		} {
			factor = 0.5
			ETH_is_horn_of_africa_original_tag = yes
			has_war = no
		}
	}
}
### Entity: Trigger Reference
Construct: has_mio_research_category
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mio_research_category

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Checks if the Military Industrial Organisation in scope has the input research category.
ex:
mio:my_mio = {
	has_mio_research_category = my_research_category_token
}
```
### Entity: AI Strategy
Component: PRC_TSR_alt_bolshevik_plan
Constructs: has_country_flag, has_dlc, has_game_rule, is_historical_focus_on
Source: game
File: common/ai_strategy_plans/PRC_TSR_alternate_strategy_plan.txt

Code:
PRC_TSR_alt_bolshevik_plan = {
	name = Communist China alternate plan No Compromise, No Surrender: 28 Bolshevik
	desc = Alternate behavior for Communist China
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = PRC_AI_RANDOM_ALTERNATE_1
			has_game_rule = {
				rule = PRC_ai_behavior
				option = ALTERNATE_1
			}
			is_historical_focus_on = no
		}
	}
	abort = {

	}
	ai_national_focuses = {
		PRC_put_an_end_to_the_sufan PRC_know_the_enemy PRC_long_march_to_recovery PRC_the_westward_expedition PRC_rally_the_industry PRC_halt_land_revolution PRC_reestablish_the_state_bank PRC_master_the_terrain PRC_red_army_reborn PRC_develop_yanan_soviet PRC_burn_the_paper_tigers PRC_usurp_control_over_yanan PRC_rally_the_28_bolsheviks PRC_eight_points_for_attention PRC_guide_central_committee PRC_reclaim_the_grasp_of_power PRC_bolshevik_aid PRC_request_for_aid PRC_a_stronger_united_front PRC_CSCEC_civs PRC_ban_special_goods_trade PRC_invite_otto_braun PRC_seek_support_from_ussr PRC_invite_pavel_mif PRC_playing_both_sides PRC_three_rules_of_discipline PRC_the_fight_of_a_people PRC_bolshevik_urban_industrialization PRC_rebuild_28_bolshevik PRC_rural_survey PRC_request_for_aid PRC_ask_for_soviet_lend_lease PRC_bolshevik_urbanization_completed PRC_embrace_stalinism PRC_soviet_technological_cooperation PRC_supreme_infiltration PRC_with_inspiration_from_nkvd PRC_reestablish_moscow_sun_yat_sen_university PRC_hundred_regiments_offensive PRC_equipment_from_copper_coins PRC_promote_paper_bills PRC_to_steal_an_army PRC_great_production_movement PRC_revolutionary_war_of_the_masses PRC_agricultural_reform PRC_lessons_learnt PRC_restore_territorial_integrity PRC_prepare_for_the_inevitable PRC_peaceful_reunification PRC_the_peoples_republic PRC_industrialization_efforts
	}
	research = {

	}
	ideas = {

	}
	ai_strategy = {
		type = alliance
		id = JAP
		value = -500
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		PRC_towards_one_china = 0
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_continue_farming_reliance
Constructs: add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_continue_farming_reliance
	icon = GFX_focus_ITA_grande_rivolta_rurale
	cost = 5
	x = 6
	y = 0
	relative_position_id = CYP_begin_urbanisation_efforts
	mutually_exclusive = {
		focus = CYP_begin_urbanisation_efforts
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = r56_newline
		add_ideas = r56_CYP_farming_focus_1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
}
### Entity: AI Strategy
Component: EAI_fighter
Constructs: has_tech, check_variable
Source: game
File: common/ai_equipment/EAI_air_fighters.txt

Code:
EAI_fighter = {
	category = air
	roles = {
		air_fighter
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_FTR_military_focus = yes
			has_tech = aa_lmg
			NOT = {
				EAI_FTR_design_priority = yes
			}
		}
	}
	BASIC_FIGHTER_VARIANT_A = {
		priority = {
			base = 0
			modifier = {
				add = 100
				check_variable = {
					EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_A
				}
				has_tech = basic_small_airframe engines_2
			} {
				add = -500
				has_tech = improved_small_airframe engines_3
			}
		}
		target_variant = {
			type = small_plane_airframe_1
			match_value = 1
			modules = {
				fixed_main_weapon_slot = {
					module = heavy_mg_4x light_mg_4x
				}
				fixed_auxiliary_weapon_slot_1 = {
					module = light_mg_4x
				}
				engine_type_slot = > engine_1_1x
				special_type_slot_1 = {
					module = drop_tanks empty
				}
				special_type_slot_2 = {
					module = armor_plate_small empty
				}
			}
		}
		allowed_modules = {
			plane_engine_type light_mg_2x light_mg_4x heavy_mg_2x heavy_mg_4x aircraft_cannon_1_1x aircraft_cannon_1_2x aircraft_cannon_2_1x aircraft_cannon_2_2x large_aircraft_cannon_1x large_aircraft_cannon_2x drop_tanks fuel_tanks_small armor_plate_small self_sealing_fuel_tanks_small non_strategic_materials_small
		}
	}
	BASIC_FIGHTER_VARIANT_B = {
		priority = {
			base = 0
			modifier = {
				add = 100
				check_variable = {
					EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_B
				}
				has_tech = basic_small_airframe engines_2
			} {
				add = -500
				has_tech = improved_small_airframe engines_3
			}
		}
		target_variant = {
			type = small_plane_airframe_1
			match_value = 1
			modules = {
				fixed_main_weapon_slot = {
					module = heavy_mg_4x light_mg_4x
				}
				fixed_auxiliary_weapon_slot_1 = {
					module = light_mg_4x
				}
				engine_type_slot = > engine_1_1x
				special_type_slot_1 = {
					module = drop_tanks empty
				}
				special_type_slot_2 = {
					module = self_sealing_fuel_tanks_small empty
				}
			}
		}
		allowed_modules = {
			plane_engine_type light_mg_2x light_mg_4x heavy_mg_2x heavy_mg_4x aircraft_cannon_1_1x aircraft_cannon_1_2x aircraft_cannon_2_1x aircraft_cannon_2_2x large_aircraft_cannon_1x large_aircraft_cannon_2x drop_tanks fuel_tanks_small armor_plate_small self_sealing_fuel_tanks_small non_strategic_materials_small
		}
	}
	BASIC_FIGHTER_VARIANT_C = {
		priority = {
			base = 0
			mo
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_ENG_cities
Constructs: limit, has_war_with, has_country_flag, is_major, set_temp_variable, is_in_home_area, has_full_control_of_state, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_ENG_cities = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_ENG_cities_TYPE_ID
	}
	if = {
		limit = {
			threat = > 0.9
			any_enemy_country = {
				is_major = yes
			}
			OR = {
				alliance_naval_strength_ratio = < 0.5
				any_owned_state = {
					is_in_home_area = yes
					OR = {
						CONTROLLER = {
							has_war_with = ROOT
						}
						ROOT = {
							controls_state = PREV
							NOT = {
								has_full_control_of_state = PREV
							}
						}
					}
				}
			}
			has_country_flag = EAI_MILITARY_trend_losing_war
		}
		set_temp_variable = {
			_get_state_home_area = 1
		} {
			_get_state_coastal = 1
		} {
			_get_province_city = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_limit_provinces_near_enemies_radius = 100
		} {
			_project_priority = @EAI_PC_FORT_strategy_ENG_cities_PRIO
		} {
			_project_building_type = global.EAI_PC_BUNKER
		} {
			_project_queue_num = 3
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 4
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_get_target_states = yes
		EAI_PC_FORT_get_target_provinces = yes
		EAI_PC_FORT_limit_provinces = yes
		EAI_PC_FORT_add_to_valid_fortification_projects = yes
		EAI_PC_FORT_create = yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategies = strategy_type_id
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_loyalty_to_moscow
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, is_subject_of, add_autonomy_score
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_loyalty_to_moscow
	icon = GFX_focus_SOV_organization_centralization_discipline
	x = -1
	y = 1
	available = {
		has_government = communism
		is_subject_of = SOV
	}
	prerequisite = {
		focus = AFG_incorporate_tajikistan
	}
	relative_position_id = AFG_incorporate_tajikistan
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = AFG_undermine_moscow
	}
	cost = 5
	completion_reward = {
		add_political_power = 75
		add_stability = 0.1
		if = {
			limit = {
				AFG = {
					is_subject_of = SOV
				}
			}
			add_autonomy_score = {
				value = 100
				localization = AFG_lower_autonomy
			}
		}
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = 0.1
			tooltip_side = AFG_khalq_side
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_pro_helvetia
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_pro_helvetia
	icon = GFX_focus_SWI_establish_pro_helvetia
	prerequisite = {
		focus = SWI_buero_ha
	}
	x = 0
	y = 1
	relative_position_id = SWI_buero_ha
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			SWI_pro_helvetia_idea
		}
		SWI_min_mr_low_reduction = yes
	}
}
### Entity: Country History
Country: BHU
Component: BHU_technology
Constructs: set_technology
Source: game
File: history/countries/BHU - Bhutan.txt

Code:
# Starting Technologies for BHU
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
}
### Entity: Idea
Component: detroit_arsenal
Constructs: has_completed_focus, limit, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/usa.txt

Code:
detroit_arsenal = {
	picture = generic_industrial_concern_1
	allowed = {
		OR = {
			original_tag = USA
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = PHI
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				has_completed_focus = PHI_align_with_the_usa
				else = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		} {
			limit = {
				original_tag = USA
			}
			has_completed_focus = USA_main_battle_tanks
		}
		else = {
			USA = {
				has_completed_focus = USA_main_battle_tanks
			}
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {

	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.1
		}
		light_tank_chassis = {
			build_cost_ic = -0.1
		}
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_nation_6
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_nation_6
	icon = GFX_goal_tfv_sever_ties_with_uk
	ai_will_do = {
		factor = 2
	}
	x = 8
	y = 6
	prerequisite = {
		focus = MAL_the_nation_5 MAL_the_nation_4
	}
	available = {
		OR = {
			date = > 1939.01.01
			compare_autonomy_state = > autonomy_puppet
			democratic = > 0.65
		}
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			country_event = {
				id = malaysia.13
				days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_reclaim_cuba
Constructs: prerequisite, has_war, remove_ideas, completion_reward, has_navy_size, clr_country_flag, declare_war_on, annex_everything
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_reclaim_cuba
	icon = GFX_goal_attack_cuba
	prerequisite = {
		focus = HON_reclaim_nicaragua
	} {
		focus = HON_reclaim_guatemala
	} {
		focus = HON_reclaim_salvador
	}
	x = 24
	y = 7
	will_lead_to_war_with = CUB
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			strength_ratio = {
				tag = CUB
				ratio = > 1.5
			}
		} {
			factor = .1
			has_war = yes
		} {
			factor = .01
			has_navy_size = {
				size = < 2
			}
		}
	}
	available = {
		r56_script_i_am_sane = yes
		CUB = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		CUB = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		CUB = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		}
		USA = {
			diplomatic_relation = {
				country = CUB
				relation = guarantee
				active = no
			}
		}
		declare_war_on = {
			target = CUB
			type = annex_everything
		}
		unlock_decision_tooltip = {
			decision = HON_assimilate_cuba
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: INS_union_events.6
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_union_events.6
	title = INS_union_events.6.t
	desc = INS_union_events.6.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_union_events.6.a
		indonesia_union_INS_START_effect = yes
		news_event = {
			id = taog_news.1
			hours = 12
		}
	}
}
### Entity: Technology
Component: SWE_svenska_jagare
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	jaeger = {
		soft_attack = 0.05
		defense = 0.05
		forest = {
			defence = 0.1
			movement = 0.05
		}
	}
}
### Entity: Unit Template
Component: FRA
Source: game
File: common/units/names/00_FRA_names.txt

Code:
FRA = {
	submarine = {
		prefix = 
		generic = {
			Sous-Marin
		}
		unique = {
			L`Espoire Le Glorieux Le Centaure Le Héros Le Conquérant Le Tonnant Agosta Sfax Casabianca Bévéziers Ouessant Sidi Ferruch Minerve Junon Vénus Iris Pallas Cérès Aurore La Créole La Favorite La Bayadère L`Africaine L`Astrée L`Andromède L`Artémise L`Andromaque L`Antigone L`Armide L`Hermione La Gorgone La Clorinde Roland Morillot La Praya La Martinique La Guadeloupe La Réunion Blaison Laubie Bouan Gymnote Daphné Sirène Naïade Galathée Ariane Ondine Eurydice Danaé Circé Calypso Thétis Doris Requin Souffleur Marsouin Dauphin Narval Morse Phoque Espadon Caïman Redoutable Vengeur Archimède Fresnel Henri Poincaré Monge Pascal Pasteur Poncelet Achille Ajax Actéon Achéron Argo Protée Pégase Persée Phénix Orion Ondine Diane Méduse Antiope Amphitrite Amazone Orphée Oréade La Sybille La Psyché Argonaute Aréthuse Atalante La Vestale La Sultane Surcouf Prométhée Nymphe Saphir  Turquoise Diamant Nautilus Perlé  Rubis
		}
	}
	destroyer = {
		prefix = 
		generic = {
			Contre-Torpilleur
		}
		unique = {
			Le Fantasque Le Terrible L`Indomptable L`Audacieux Le Malin Le Triomphant Mogador Volta Le Hardi Fleuret Epée Casque Lansquenet Mameluk Le Corsaire Le Filibustier L`Intrépide Le Téméraire L`Aventurier L`Opiniâtre Le Foudroyant L`Adroit Siroco Bison Tigre Chacal Jaguar Panthère Léopard Lynx Mistral Ouragan Simoun Tempête Tornade Trombe Typhon Bourrasque Cyclone Orage Siroco Tramontane L`Adroit Basque Le Bordelais Boulonnais Brestois Forbin Frondeur L`Alcyon La Palme La Railleuse Le Fortune Le Mars Le Foudroyant Fougueux Guépard Bison Valmy Verdun Lion Vauban Aigle Gerfaut Albatros Vautour Épervier Milan Vauquelin Cassard Maillé Brézé Kersaint Tartu Chevalier Paul La Melpomène La Pomone La Flore L'Iphigénie La Bayonnaise Bombarde L'Incomprise La Poursuivante La Cordelière Branlebas Baliste Bouclier
		}
	}
	light_cruiser = {
		prefix = 
		generic = {
			Croiseur Léger
		}
		unique = {
			La Galissonnière Jean de Vienne Marseillaise Gloire Montcalm Georges Leygues De Grasse Châteaurenault Guichen Colbert Duguay-Trouin Lamotte-Picquet Primaguet Pluton Jeanne d'Arc Émile Bertin Colmar Mulhouse Strasbourg Metz Thionville
		}
	}
	heavy_cruiser = {
		prefix = 
		generic = {
			Croiseur Lourd
		}
		unique = {
			Duquesne Tourville Suffren Colbert Foch Dupleix Algerié St. Louis Dupuy de Lôme Amiral Char
# ... (truncated)