Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: ww_congo.46
Constructs: is_triggered_only, ai_chance, limit, add_popularity, set_country_flag, set_party_name, set_politics, add_country_leader_role
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.46
	title = ww_congo.46.t
	desc = ww_congo.46.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = ww_congo.46.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.15
			}
		} {
			set_country_flag = COG_kingdom_of_loango_flag
			mark_focus_tree_layout_dirty = yes
		} {
			set_country_flag = COG_already_crowned_a_monarch_flag
		}
		set_party_name = {
			ideology = neutrality
			long_name = COG_ma_loango_party_long
			name = COG_ma_loango_party
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		IF = {
			limit = {
				COG_moe_poaty_iii = {
					can_be_country_leader = yes
				}
			}
			promote_character = COG_moe_poaty_iii
		}
		ELSE = {
			add_country_leader_role = {
				character = COG_moe_poaty_iii
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1969.1.1.1
					traits = {
						ma_loango
					}
				}
			}
		}
		complete_national_focus = COG_the_ma_loango_focus
	} {
		name = ww_congo.46.b
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = POL_keep_looking_tt
		hidden_effect = {
			country_event = {
				id = ww_congo.47
				days = 35
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_our_bavarian_brothers
Constructs: prerequisite, limit, has_war_with, completion_reward, add_state_core, add_state_claim, is_ally_with, create_wargoal
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_our_bavarian_brothers
	icon = GFX_goal_ger_kill_hitler
	relative_position_id = AUS_catholic_german_identity
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_catholic_german_identity
	}
	cost = 10
	completion_reward = {
		add_state_core = 52 53
		add_state_claim = 54
		if = {
			limit = {
				NOT = {
					is_ally_with = 52
					 = .controller .controller
					controls_state = 52
					has_war_with = 52
				}
			}
			create_wargoal = {
				target = 52
				 = .controller
				type = take_core_state
				generator = {
					52 53 54
				}
			}
		}
	}
}
### Entity: Operation
Component: operation_infiltrate_armed_forces_airforce
Constructs: has_war, has_government, has_operation_token, operation_cost, add_operation_token, random_list, add_intel, has_equipment
Source: game
File: common/operations/00_operations.txt

Code:
operation_infiltrate_armed_forces_airforce = {
	icon = GFX_operations_infiltrate_air_forces
	map_icon = GFX_operations_infiltrate_air_forces_map
	name = operation_infiltrate_armed_forces_airforce
	desc = operation_infiltrate_armed_forces_airforce_desc
	priority = 6
	days = 75
	network_strength = 50
	operatives = 2
	visible = {
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		NOT = {
			has_operation_token = {
				tag = FROM
				token = token_airforce
			}
		}
	}
	equipment = {

	}
	available = {

	}
	awarded_tokens = {
		token_airforce
	}
	risk_chance = 0.1
	outcome_extra_chance = 0.25
	risk_modifiers = {
		operation_infiltrate_risk operation_risk
	}
	outcome_modifiers = {
		operation_infiltrate_outcome operation_outcome
	}
	cost_modifiers = {
		operation_infiltrate_cost operation_cost
	}
	outcome_execute = {
		ROOT = {
			add_operation_token = {
				tag = FROM
				token = token_airforce
			}
		}
	}
	outcome_extra_execute = {
		random_list = {
			33 = {
				ROOT = {
					add_operation_token = {
						tag = FROM
						token = token_airforce
					}
					air_experience = 10
					add_intel = {
						target = FROM
						airforce_intel = 10
					}
				}
			}
			67 = {
				ROOT = {
					add_operation_token = {
						tag = FROM
						token = token_airforce
					}
					air_experience = 10
				}
			}
		}
	}
	outcome_potential = {
		ROOT = {
			add_operation_token = {
				tag = FROM
				token = token_airforce
			}
		}
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
		}
		infiltration_paradrop = {
			base = 25
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		infiltration_diplomatic = {
			base = 25
			modifier = {
				factor = 20
				ROOT = {
					has_war = no
				}
				FROM = {
					has_war = no
				}
			}
		}
	} {
		infiltrate_military_bribe = {
			base = 25
		}
		infiltrate_military_seduction = {
			base = 25
		}
		infiltrate_military_turned_pow = {
			base = 25
			modifier = {
				FROM = {
					has_war = no
				}
				factor = 0
			}
		}
		infiltrate_military_ideological_supporter = {
			base = 25
			modifier = {
				FROM = {
					has_government = ROOT
				}
				factor = 0
			}
		}
	} {
		exfiltration_air_pickup = {
			base = 15
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
# ... (truncated)
### Entity: Technology
Component: antiair5
Constructs: has_war_with, enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	enable_equipments = {
		anti_air_equipment_3
	}
	armored_car = {
		hard_attack = 0.1
	}
	static_anti_air_damage_factor = 0.1
	enable_equipment_modules = {
		ship_anti_air_4 tank_heavy_cannon_3 tank_anti_air_cannon_3 auto_loader lc_heavy_anti_air_platform
	}
	research_cost = 1
	start_year = 1943
	folder = {
		name = artillery_folder
		position = {
			x = @anti_air
			y = 12
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = JAP ENG USA
			} {
				has_war_with = JAP USA ENG
			}
			factor = 5
		}
	}
	categories = {
		artillery cat_anti_air mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_land specialization_air
	}
}
### Entity: Character
Component: ITA_giovanni_duca
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_giovanni_duca = {
	name = ITA_giovanni_duca
	portraits = {
		army = {
			small = GFX_portrait_ITA_giovanni_duca_small
			large = GFX_portrait_ITA_giovanni_duca
		}
	}
	advisor = {
		slot = army_chief
		idea_token = ITA_giovanni_duca
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				AND = {
					has_government = democratic
					has_completed_focus = ITA_army_leaders
				}
				has_completed_focus = ITA_meritocracy
			}
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
	corps_commander = {
		traits = {
			militias_officer infantry_officer hill_fighter
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 0
		visible = {
			OR = {
				AND = {
					OR = {
						has_government = democratic neutrality
					}
					has_completed_focus = ITA_army_leaders
				}
				has_completed_focus = ITA_meritocracy
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.56
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.56
	title = mtg_britain.56.t
	desc = mtg_britain.56.d
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	option = {
		name = mtg_britain.56.a
		clr_country_flag = ENG_communist_civil_war
	}
}
### Entity: State History
Component: 446
Constructs: add_core_of, add_to_array
Source: game
File: history/states/446-East Java.txt

Code:
state = {
	id = 446
	name = STATE_446
	manpower = 13056066
	state_category = large_town
	resources = {
		oil = 10
	}
	history = {
		owner = INS
		add_core_of = INS
		add_to_array = {
			state_victory_points = 13520
		} {
			state_victory_points = 10479
		}
		victory_points = {
			13520 10
		} {
			10479 3
		}
		buildings = {
			industrial_complex = 2
			infrastructure = 3
			13520 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		4306 4390 4608 7654 10479 12472 13500 13520 13501
	}
	local_supplies = 5.0
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_integrated_weapon_developments
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_integrated_weapon_developments
	icon = GFX_goal_research_silver
	prerequisite = {
		focus = UKR_heavy_steel_production
	}
	cost = 10
	relative_position_id = UKR_heavy_steel_production
	x = 0
	y = 2
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: num_target_equipment_in_armies_k
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_target_equipment_in_armies_k
* description: number of equipment required in armies of the country in thousands, equipment type token is defined in target. example num_target_equipment_in_armies_k@infantry_equipment
### Entity: Trigger Reference
Construct: is_ally_with
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_ally_with

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
checks if a country is ally with another country. will check if two countries are same/in same faction/has subject master relation
Example: is_ally_with = ITA 

```
### Entity: Name List
Component: NAP
Source: game
File: common/names/r56_names.txt

Code:
NAP = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	names = {
		Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli Maira
	}
	callsigns = {
		Buzzard Dusty Falcon Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso
	}
}
### Entity: Character
Component: NMB_democratic_guy
Constructs: has_government
Source: game
File: common/characters/NMB.txt

Code:
NMB_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NMB_democratic_guy
		allowed = {
			original_tag = NMB
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_the_principle_of_nationalism
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_the_principle_of_nationalism
	icon = GFX_goal_MEN_flag_waving
	mutually_exclusive = {
		focus = MEN_the_principle_of_democracy
	}
	prerequisite = {
		focus = MEN_reinvite_the_chinese_military
	}
	x = 2
	y = 1
	relative_position_id = MEN_reinvite_the_chinese_military
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_political_power = 35
		add_ideas = MEN_nationalism_unity_independence
		hidden_effect = {
			drop_cosmetic_tag = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
}
### Entity: Effect Reference
Construct: create_operative_leader
Constructs: create_operative_leader, create_x_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## create_operative_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
create operative for country
create_operative_leader = {
	bypass_recruitment = no # whether the operative is directly added to the list of available operatives 
	available_to_spy_master = yes # whether the operative can be recruited by the spy master. Only makes sense if bypass_recruitment is 'no'.
	portrait_tag_override = TAG # when selectiong the portrait for the operative, consider that tag instead of the country the operative will operate for gfx = GFX_portrait_alexander_rado # specify the GFX entry that the portrait will be based on, otherwise a random one will be generated.
	# Additionally supports the common token to other create_x_leader effects
 gender = male # or female. If not defined in script a random gender will be applied.}

```
### Entity: Character
Component: JAP_minoru_genda
Source: game
File: common/characters/JAP.txt

Code:
JAP_minoru_genda = {
	name = JAP_minoru_genda
	portraits = {
		army = {
			small = GFX_idea_minoru_genda
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = minoru_genda
		ledger = navy
		allowed = {
			original_tag = JAP
		}
		ai_will_do = {
			base = 1
		}
		traits = {
			naval_theorist
		}
		on_add = {
			JAP_small_naval_faction_gain = yes
		}
		on_remove = {
			JAP_small_naval_faction_loss = yes
		}
	}
}
### Entity: Order of Battle
Component: Base Naval Cádiz
Source: game
File: history/units/SPR_1936_naval_legacy.txt

Code:
fleet = {
	name = Base Naval Cádiz
	naval_base = 1048
	task_force = {
		name = Escuadrón de Cádiz
		location = 1048
		ship = {
			name = ARE República
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Méndez Núñez
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SPR
				}
			}
		}
	} {
		name = Grupo de Cádiz
		location = 1048
		ship = {
			name = B1
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = B2
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = B3
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = B4
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
				}
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.81
Constructs: is_triggered_only, limit, annex_country, every_controlled_state, is_core_of, add_compliance, add_extra_state_shared_building_slots
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.81
	title = wuw_GER_diplomacy.81.t
	desc = wuw_GER_diplomacy.81.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.81.a
		FROM = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_compliance = 50
				add_extra_state_shared_building_slots = 1
			}
		}
		hidden_effect = {
			FROM = {
				every_controlled_state = {
					limit = {
						is_core_of = ROOT
					}
					add_compliance = 50
					add_extra_state_shared_building_slots = 1
				}
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_european_confederation
Constructs: prerequisite, limit, completion_reward, add_political_power, is_subject, is_faction_leader, is_in_faction_with, is_fully_controlled_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_european_confederation
	icon = GFX_focus_GER_european_confederation
	prerequisite = {
		focus = GER_integrated_economies
	}
	x = 0
	y = 1
	relative_position_id = GER_integrated_economies
	cost = 10
	available = {
		is_subject = no
		is_faction_leader = yes
		any_other_country = {
			is_in_faction_with = ROOT
		}
		64 = {
			is_fully_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_political_power = 150
		custom_effect_tooltip = generic_skip_one_line_tt GER_allied_economic_integration_tt generic_skip_one_line_tt GER_allied_civilian_administration_integration_tt generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = GER_mitteleuropa_customs_union_member_upgraded
			add_idea = GER_mitteleuropa_customs_union_member_upgraded_2
		}
		unlock_decision_tooltip = {
			decision = form_european_union
			show_effect_tooltip = no
		}
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = generic_skip_one_line_tt GER_build_volkshalle_landmark_tt
			hidden_effect = {
				64 = {
					remove_building = {
						type = landmark_berlin_reichstag
						level = 1
						province = 6521
					}
					add_building_construction = {
						type = landmark_berlin_volkshalle
						level = 1
						instant_build = yes
						province = 6521
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_liberate_cub
Constructs: prerequisite, completion_reward, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_liberate_cub
	prerequisite = {
		focus = PRU_liberate_brazil PRU_arm_the_people
	}
	icon = GFX_goal_sov_communist_cuba
	x = -1
	y = 1
	relative_position_id = PRU_liberate_brazil
	cost = 10
	available = {
		is_subject = no
		r56_script_i_am_sane = yes
		CUB = {
			r56_script_target_is_sane = yes
		}
	}
	ai_will_do = {
		factor = 4
	}
	bypass = {
		CUB = {
			r56_script_standard_bypass = yes
		}
	}
	will_lead_to_war_with = CUB
	completion_reward = {
		USA = {
			diplomatic_relation = {
				country = CUB
				relation = guarantee
				active = no
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = CUB
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: EAI_ENG_somaliland_PREPARE
Constructs: has_completed_focus, has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_somaliland_PREPARE = {
	allowed = {
		tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1942.1.1
		NOT = {
			has_war_with = VIC
		}
		GER = {
			OR = {
				has_war_with = ENG
				AND = {
					focus_progress = {
						focus = GER_danzig_or_war
						progress = > 0
					}
					NOT = {
						has_completed_focus = GER_danzig_or_war
					}
				}
			}
		}
		VIC = {
			GER = {
				EAI_PREV_has_same_ideology_with_THIS = yes
			}
			EAI_THIS_is_threat_to_PREV = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = 75
		area = east_africa
	} {
		type = front_unit_request
		value = 100
		state = 268
	} {
		type = prepare_for_war
		id = VIC
		value = 100
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_eradicate_private_property
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_eradicate_private_property
	icon = GFX_goal_generic_banking
	x = 1
	y = 1
	relative_position_id = MON_full_social_equality
	cost = 10
	prerequisite = {
		focus = MON_full_social_equality MON_abolish_the_currency
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Peace Conference
Component: peace_ai_desires
Constructs: has_government, take_states, is_core_of, is_coastal
Source: game
File: common/peace_conference/ai_peace/ENG.txt

Code:
peace_ai_desires = {
	fascist_non_aligned_uk_annex_ireland = {
		peace_action_type = take_states
		enable = {
			FROM.FROM.FROM = {
				is_core_of = IRE
			}
			ROOT = {
				original_tag = ENG
			} {
				OR = {
					has_government = fascism neutrality
				}
			}
			ROOT.FROM = {
				tag = ROOT
			}
		}
		ai_desire = 75
	}
	democratic_communist_uk_puppet_ireland = {
		peace_action_type = puppet
		enable = {
			FROM.FROM.FROM = {
				is_core_of = IRE
			}
			ROOT = {
				original_tag = ENG
			} {
				OR = {
					has_government = democratic communism
				}
			}
			ROOT.FROM = {
				tag = ROOT
			}
		}
		ai_desire = 75
	}
	fascist_non_aligned_prefer_coastal = {
		peace_action_type = take_states
		enable = {
			FROM.FROM.FROM = {
				is_coastal = yes
			}
			ROOT = {
				original_tag = ENG
			} {
				OR = {
					has_government = fascism neutrality
				}
			}
			ROOT.FROM = {
				tag = ROOT
			}
		}
		ai_desire = 10
	}
	democratic_communist_uk_puppet_iran = {
		peace_action_type = puppet
		enable = {
			FROM.FROM.FROM = {
				is_core_of = PER
			}
			ROOT = {
				original_tag = ENG
			} {
				OR = {
					has_government = democratic communism
				}
			}
			ROOT.FROM = {
				tag = ROOT
			}
		}
		ai_desire = 75
	}
}
### Entity: Event
Component: portugal.2
Constructs: is_triggered_only, fire_only_once, create_wargoal, take_state, add_state_claim
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.2
	title = portugal.2.t
	desc = portugal.2.d
	picture = GFX_report_event_soviet_tanks_snow
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.2.o
		POR = {
			create_wargoal = {
				type = take_state
				target = SPR
				generator = {
					290
				}
			} {
				type = take_state
				target = D01
				generator = {
					290
				}
			}
			add_state_claim = 290
		}
	}
}
### Entity: Event
Component: INS_political_events.14
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.14
	title = INS_political_events.14.t
	desc = INS_political_events.14.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_political_events.14.a
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_reclaim_southern_land
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_subject_of, create_wargoal, annex_everything
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_reclaim_southern_land
	icon = GFX_goal_CAN_strike_america
	prerequisite = {
		focus = QUE_prepare_the_southern_front QUE_establish_republican_canada
	}
	relative_position_id = QUE_our_own_way
	x = 3
	y = 4
	cost = 10
	available_if_capitulated = yes
	available = {
		NOT = {
			is_subject = yes
		}
		USA = {
			NOT = {
				OR = {
					is_subject_of = QUE
					exists = no
				}
			}
		}
		has_government = fascism
	}
	bypass = {
		USA = {
			OR = {
				is_subject_of = QUE
				exists = no
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		custom_effect_tooltip = QUE_claims_USA
		create_wargoal = {
			type = annex_everything
			target = USA
		}
		IF = {
			limit = {
				CSA = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = CSA
			}
		}
		add_state_claim = 357 921 990 358 991 992 993 360 359 361 816 362 261 396 393 395 392 391 394 373 372 369 368 363 364 365 366 367 370
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}