Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_trade_delegation
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_trade_delegation
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = MAN_tsr_pacify_the_countryside
	}
	x = 2
	y = 1
	relative_position_id = MAN_tsr_pacify_the_countryside
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = MAN_trade_delegation
			bonus = 1.0
			uses = 1
			category = industry
		}
	}
}
### Entity: Scripted Effect
Component: TUR_kemalist_influenced_random_state_effect
Constructs: limit, random_owned_state, has_state_flag, has_dynamic_modifier, save_event_target_as, add_dynamic_modifier, clr_state_flag, check_variable
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_kemalist_influenced_random_state_effect = {
	custom_effect_tooltip = TUR_kemalist_influenced_state_effect_tt
	hidden_effect = {
		random_owned_state = {
			limit = {
				AND = {
					has_state_flag = TUR_ideological_battleground_state
					NOT = {
						OR = {
							has_dynamic_modifier = {
								modifier = kemalist_loyalties
							} {
								modifier = kemalist_schemers
							} {
								modifier = islamist_opposition
							} {
								modifier = islamist_sedition
							} {
								modifier = islamist_insurgency
							} {
								modifier = islamists_placated
							}
						}
					}
				}
			}
			save_event_target_as = TUR_kemalist_state_event_target
		}
		event_target:TUR_kemalist_state_event_target = {
			add_dynamic_modifier = {
				modifier = kemalist_loyalties
			}
			clr_state_flag = TUR_ideological_battleground_state
		}
		if = {
			limit = {
				check_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 3
					compare = less_than
				}
			}
			add_to_variable = {
				var = TUR_kemalist_officers_loyalty
				value = 1
			}
		}
		add_to_variable = {
			var = TUR_kemalist_power_variable
			value = 1
		}
		TUR_kemalist_loyalty_and_power_update_effect = yes
	}
}
### Entity: Idea
Component: SRL_pot
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_pot = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = SRL
	}
	traits = {
		prince_of_terror
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_develop_gold_mining_near_unsan
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_develop_gold_mining_near_unsan
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = KOR_repeal_colonial_restrictions
	} {
		focus = KOR_reorganize_the_administration
	}
	relative_position_id = KOR_repeal_colonial_restrictions
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 12
	}
	available = {
		controls_state = 527
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = SAF_gold_exports
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: play_i_have_returned_effect
Constructs: set_global_flag
Source: game
File: common/scripted_effects/zzz_play_speech_effects.txt

Code:
play_i_have_returned_effect = {
	hidden_effect = {
		play_song = i_have_returned
	}
	set_global_flag = i_have_returned_happened
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_ensure_minimum_wage
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_ensure_minimum_wage
	icon = GFX_focus_generic_welfare
	cost = 5
	x = 0
	y = 1
	relative_position_id = LUX_expand_social_net
	prerequisite = {
		focus = LUX_expand_social_net
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = r56_LUX_fair_economy_2
			add_idea = r56_LUX_fair_economy_3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: den_father_of_danish_communism
Constructs: production_speed_buildings_factor, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
den_father_of_danish_communism = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.1
	communism_drift = 0.01
	communism_acceptance = -25
}
### Entity: Unit Template
Component: MEN_MOT_01
Source: game
File: common/units/names_divisions/MEN_names_divisions.txt

Code:
MEN_MOT_01 = {
	name = Motor Unit
	for_countries = {
		MEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		MEN_INF_01
	}
	fallback_name = %d Mengjiang Jidonghua Juntuán
	ordered = {
		1 = {
			%d Mengjiang Jidonghua Juntuán
		}
		2 = {
			%d Mengjiang Jidonghua Juntuán
		}
		3 = {
			%d Mengjiang Jidonghua Juntuán
		}
		4 = {
			%d Mengjiang Jidonghua Juntuán
		}
		5 = {
			%d Mengjiang Jidonghua Juntuán
		}
		6 = {
			%d Mengjiang Jidonghua Juntuán
		}
		7 = {
			%d Mengjiang Jidonghua Juntuán
		}
		8 = {
			%d Mengjiang Jidonghua Juntuán
		}
		9 = {
			%d Mengjiang Jidonghua Juntuán
		}
		10 = {
			%d Mengjiang Jidonghua Juntuán
		}
		11 = {
			%d Mengjiang Jidonghua Juntuán
		}
		12 = {
			%d Mengjiang Jidonghua Juntuán
		}
		13 = {
			%d Mengjiang Jidonghua Juntuán
		}
		14 = {
			%d Mengjiang Jidonghua Juntuán
		}
		15 = {
			%d Mengjiang Jidonghua Juntuán
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_seek_accommodation_with_germany
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, add_ai_strategy
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_seek_accommodation_with_germany
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = POL_go_right
	}
	available = {
		country_exists = GER
		GER = {
			has_government = fascism
		}
	}
	x = 0
	y = 1
	relative_position_id = POL_go_right
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		GER = {
			add_ai_strategy = {
				type = alliance
				id = POL
				value = 2000
			}
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = POL_seek_accommodation_with_germany
			}
		}
		add_ai_strategy = {
			type = alliance
			id = GER
			value = 2000
		}
		add_opinion_modifier = {
			target = GER
			modifier = POL_seek_accommodation_with_germany
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: SIA_armed_neutrality_r56
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_armed_neutrality_r56 = {
	removal_cost = -1
	picture = generic_fortify_the_borders
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		drift_defence_factor = 0.25
		industrial_capacity_factory = 0.04
		industrial_capacity_dockyard = 0.04
		production_speed_bunker_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_19
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_19 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 19
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 19
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_break_with_the_crown
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, add_war_support, add_stability, completion_reward, has_stability
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_break_with_the_crown
	icon = GFX_focus_ICE_break_with_the_crown
	prerequisite = {
		focus = ICE_general_strike ICE_organize_a_march
	}
	x = 1
	y = 1
	relative_position_id = ICE_general_strike
	cost = 10
	available = {
		has_stability = < 0.5
		OR = {
			fascism = > 0.3
			communism = > 0.3
		}
	}
	bypass = {
		OR = {
			is_subject = no
			AND = {
				is_subject = yes
				OVERLORD = {
					NOT = {
						original_tag = DEN
					}
				}
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ICE_break_with_the_crown_tt
		IF = {
			limit = {
				has_completed_focus = ICE_rally_the_workers_of_reykjavik
			}
			custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
			add_to_variable = {
				ICE_economy_industrial_capacity_dockyard = 0.05
				tooltip = industrial_capacity_dockyard_tt
			} {
				ICE_economy_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = ICE_prepare_for_the_revolution
				}
			}
			custom_effect_tooltip = ICE_break_with_the_crown_workers_tt
			effect_tooltip = {
				add_manpower = 5000
				add_war_support = 0.15
				add_stability = 0.05
			}
		} {
			limit = {
				has_idea = ICE_christian_x_worse
			}
			remove_ideas = ICE_christian_x_worse
		}
		else = {
			custom_effect_tooltip = ICE_break_with_the_crown_workers_tt
			effect_tooltip = {
				custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
				add_to_variable = {
					ICE_economy_industrial_capacity_dockyard = 0.05
					tooltip = industrial_capacity_dockyard_tt
				} {
					ICE_economy_industrial_capacity_factory = 0.05
					tooltip = industrial_capacity_factory_tt
				}
			}
		} {
			add_manpower = 5000
			add_war_support = 0.15
			add_stability = 0.05
		}
		hidden_effect = {
			IF = {
				limit = {
					is_subject = yes
				}
				ROOT = {
					country_event = {
						id = iceland_events.16
						hours = 0
					}
				}
			}
		}
		ELSE = {
			effect_tooltip = {
				remove_ideas = ICE_christian_x
			}
		}
		drop_cosmetic_tag = yes
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_expand_ararat_cement
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_expand_ararat_cement
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = ARM_expand_the_railway_network ARM_develop_hydroelectric_power
	}
	relative_position_id = ARM_expand_the_railway_network
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		controls_state = 230
		has_tech = construction1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				230
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				230
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = construction_tech_bonus
			bonus = 0.5
			ahead_reduction = 0.5
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_inca_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_inca_industry
	prerequisite = {
		focus = PRU_develop_the_provinces
	}
	icon = GFX_goal_generic_construction
	x = 0
	y = 3
	relative_position_id = PRU_incaism
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				492
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				494
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: CZE.327
Constructs: is_triggered_only, add_timed_idea, give_military_access
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.327
	title = CZE.327.t
	desc = CZE.327.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = CZE.327.a
		add_timed_idea = {
			idea = CZE_soviet_military
			days = 365
		}
		give_military_access = SOV
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_nimble_air_force
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_nimble_air_force
	icon = GFX_goal_generic_air_fighter2
	relative_position_id = SMB_establish_aircraft_industry
	prerequisite = {
		focus = SMB_establish_aircraft_industry
	}
	mutually_exclusive = {
		focus = SMB_flying_fortress SMB_tactical_air_force
	}
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = JUNO_light_airframe_initiative
			bonus = 0.75
			uses = 2
			category = light_air
		}
	}
}
### Entity: Idea
Component: WUR_acd
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_acd = {
	picture = generic_army_europe_2
	allowed = {
		original_tag = WUR
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Leader
Component: jungle_rat
Constructs: gain_xp, is_fighting_in_terrain
Source: game
File: common/unit_leader/00_traits.txt

Code:
jungle_rat = {
	type = corps_commander
	gain_xp = {
		is_fighting_in_terrain = jungle
	}
	cost = 700
	modifier = {
		jungle = {
			movement = 0.05
			attack = 0.1
			defence = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
	trait_type = basic_terrain_trait
	gui_row = 6
}
### Entity: Character
Component: SHX_model_governor
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SHX_model_governor = {
	random = no
	sprite = 13
	army_core_defence_factor = 0.1
	production_speed_buildings_factor = 0.05
	army_core_attack_factor = 0.05
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/NEP_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = NEP
		}
		requested_factories = 1
		progress = 0.89
		efficiency = 100
	}
}
### Entity: Modifier Reference
Component: CZE_i_am_agreeable_to_license
Constructs: has_war_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
CZE_i_am_agreeable_to_license = {
	valid_relation_trigger = {
		FROM = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	ai_license_acceptance = 45
	license_tech_difference_speed = 0.05
	license_production_speed = 0.05
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_the_bombe
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_the_bombe
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = EST_start_central_industrial_region
	}
	x = 5
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POL_the_bombe
			bonus = 1
			uses = 2
			category = computing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: air_wing_386
Source: game
File: history/units/USA_1939_air_bba.txt

Code:
air_wings = {
	386 = {
		medium_plane_airframe_1 = {
			owner = USA
			amount = 30
			version_name = PBY
		}
	}
}
### Entity: Event
Component: mandate_palestine.209
Constructs: is_triggered_only, has_completed_focus, limit, set_cosmetic_tag
Source: game
File: events/mandate_of_palestine.txt

Code:
news_event = {
	id = mandate_palestine.209
	picture = GFX_news_event_MPL_palestine
	title = mandate_palestine.209.t
	desc = mandate_palestine.209.de
	is_triggered_only = yes
	major = yes
	option = {
		name = mandate_palestine.209.a
		trigger = {
			NOT = {
				TAG = PAL
			}
		}
		effect_tooltip = {
			PAL = {
				set_cosmetic_tag = PAL
			}
		}
	} {
		name = mandate_palestine.209.b
		trigger = {
			TAG = PAL
		}
		if = {
			limit = {
				has_completed_focus = PAL_fawzi
			}
			set_cosmetic_tag = PAL_fawzigolani
		}
		else = {
			set_cosmetic_tag = PAL
		}
	}
}
### Entity: Event
Component: news.125
Constructs: owns_state, has_war_with, is_controlled_by, is_owned_by, is_subject_of, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.125
	title = news.125.t
	desc = news.125.d
	picture = GFX_news_event_046
	major = yes
	trigger = {
		431 = {
			is_controlled_by = JAP
		}
		OR = {
			431 = {
				is_owned_by = ENG
			}
			RAJ = {
				is_subject_of = ENG
				owns_state = 431
			}
		}
		JAP = {
			has_war_with = ENG
		}
		NOT = {
			has_global_flag = fall_of_calcutta
		}
	}
	immediate = {
		set_global_flag = fall_of_calcutta
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP ENG RAJ
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.100.c
		trigger = {
			OR = {
				TAG = ENG RAJ
			}
		}
	}
}
### Entity: Character
Component: architect_of_finnish_coporatism
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
architect_of_finnish_coporatism = {
	random = no
	trade_laws_cost_factor = -0.33
	economy_cost_factor = -0.33
	consumer_goods_factor = -0.15
	global_building_slots = 1
	production_speed_buildings_factor = 0.15
}
### Entity: AI Strategy
Component: GER_turkey_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_turkey_ally = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_completed_focus = GER_befriend_turkey
		country_exists = TUR
	}
	abort = {
		NOT = {
			country_exists = TUR
		}
	}
	ai_strategy = {
		type = befriend
		id = TUR
		value = 100
	} {
		type = alliance
		id = TUR
		value = 100
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ASoviet_Union.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Soviet_Union.png &#8206;(900 × 600 pixels, file size: 9 KB, MIME type: image/png)
### Entity: Country History
Country: SSU
Component: SSU_misc
Constructs: set_research_slots, set_country_flag
Source: game
File: history/countries/SSU - South Sudan.txt

Code:
# Misc for SSU
capital = 884
set_research_slots = 2
set_country_flag = started_out_as_landlocked
### Entity: Military Industrial Organization
Component: TUR_koc_ticaret_as_defense_industry_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/TUR_organization.txt

Code:
TUR_koc_ticaret_as_defense_industry_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_tur_koc_ticaret_as
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_invite_foreign_companies
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_invite_foreign_companies
	icon = GFX_focus_generic_american_investments
	allow_branch = {
		has_dlc = Arms Against Tyranny
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = BRA_tribunal_de_seguranca_nacional
			} {
				has_completed_focus = BRA_prepare_for_second_intentona
			}
		}
	}
	x = 1
	y = 1
	relative_position_id = BRA_address_labor_disputes
	prerequisite = {
		focus = BRA_address_labor_disputes
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		OR = {
			USA = {
				exists = yes
				has_government = democratic
			}
			ENG = {
				exists = yes
				has_government = democratic
			}
			FRA = {
				exists = yes
				has_government = democratic
			}
			SWE = {
				exists = yes
				has_government = democratic
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = BRA_invite_foreign_companies_tt
		show_mio_tooltip = USA_marmon_herrington_organization USA_north_american_aviation_organization USA_newport_news_shipbuilding_organization ENG_vauxhall_organization ENG_cammell_laird_organization ENG_avro_organization FRA_acf_organization FRA_bloch_organization FRA_renault_organization SWE_saab_organization SWE_landsverk_organization SWE_gotaverken_organization SWE_scania_vabis_organization
	}
}
### Entity: Event
Component: INS_political_events.10
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.10
	title = INS_revolution_events.1.t
	desc = INS_revolution_events.1.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.1.a
		indonesia_seize_oppurtunity_reconquest_effect = yes
	}
}