Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: poland.1303
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.1303
	title = poland.1303.t
	desc = poland.1303.d
	picture = GFX_report_event_romania_poland_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = poland.1303.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: AI Strategy
Component: USA_alternate_plan_1
Constructs: has_war, has_government, has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/USA_alternate_strategy_plan.txt

Code:
USA_alternate_plan_1 = {
	name = US alternate plan - democratic - interventionist
	desc = FDR's dream
	allowed = {
		original_tag = USA
	}
	enable = {
		NOT = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = USA_ai_behavior
					option = DEFAULT
				}
			}
		}
		has_government = democratic
		OR = {
			GER = {
				has_war = yes
				has_government = fascism
			}
			JAP = {
				has_war = yes
			}
			has_country_flag = USA_AI_RANDOM_DEMOCRATIC_ALTERNATE
			has_game_rule = {
				rule = USA_ai_behavior
				option = DEMOCRATIC_ALTERNATE
			}
		}
	}
	abort = {
		has_war = yes
	}
	ai_national_focuses = {
		USA_continue_the_new_deal USA_wpa USA_war_department USA_war_plans_division USA_agricultural_adjustment_act USA_office_of_scientific_research_and_development USA_limited_intervention USA_intervention_in_asia USA_war_plan_orange USA_intervention_in_europe USA_war_plan_black USA_war_propaganda USA_fair_labour_standards_act USA_focus_on_europe USA_office_of_strategic_services USA_black_chamber USA_scientist_haven USA_lend_lease_act USA_air_war_plans_division USA_two_ocean_navy_act USA_selective_training_act USA_build_the_pentagon USA_destroyers_for_bases USA_maritime_commission USA_louisiana_maneuvers USA_support_rock_island USA_tank_experiments USA_tank_destroyer_doctrine USA_combined_bomber_offensive USA_bureau_of_ships USA_carrier_primacy USA_wartime_industry USA_manhattan_project
	}
	research = {

	}
	ideas = {

	}
	traits = {
		war_industrialist = 5
		financial_expert = 10
		silent_workhorse = 25
	}
	ai_strategy = {
		type = support
		id = ENG
		value = 200
	} {
		type = support
		id = CHI
		value = 200
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: NOR_allied_democratic_preparation_decisions_category
Constructs: has_completed_focus, has_war, check_variable
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_allied_democratic_preparation_decisions_category = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	picture = GFX_decision_cat_picture_NOR_preparedness
	priority = 7
	visible = {
		has_completed_focus = NOR_vote_of_no_confidence
		OR = {
			has_war = no
			AND = {
				has_war = yes
				check_variable = {
					NOR_country_preparedness = > 0
				}
			}
		}
	}
	allowed = {
		NOR_AAT = yes
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_restore_regent
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_faction_leader, is_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_restore_regent
	icon = GFX_focus_IRQ_restore_regent
	prerequisite = {
		focus = IRQ_revoke_anglo_iraq_treaty
	}
	x = -2
	y = 1
	relative_position_id = IRQ_revoke_anglo_iraq_treaty
	mutually_exclusive = {
		focus = IRQ_join_axis IRQ_arab_league
	}
	cost = 2
	ai_will_do = {
		base = 1
	}
	available = {
		has_war_with = ENG
		ENG = {
			is_subject = no
			is_faction_leader = yes
		}
		any_owned_state = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
		is_subject = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			country_event = {
				id = IRQ_political_events.60
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: CHL_compania_electro_industrial_valdivia
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_compania_electro_industrial_valdivia = {
	picture = CHL_cesiv
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {

	}
}
### Entity: Idea
Component: UZB_nccr
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_nccr = {
	picture = generic_navy_asia_2
	allowed = {
		original_tag = UZB
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: KMT_counter_jap_imperialism
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_counter_jap_imperialism = {
	picture = generic_fascism_banned
	cancel = {
		JAP = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_factor = 0.05
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.05
	}
}
### Entity: National Focus
Component: wuw_HUN_enact_agrarian_reform
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_enact_agrarian_reform
	icon = GFX_focus_generic_farmland
	prerequisite = {
		focus = wuw_HUN_the_bastion_of_catholicism
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_the_bastion_of_catholicism
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = ROM_agrarian_reform
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ALogistics.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Filters
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The following pages link to File:Logistics.png:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Logistics.png"
### Entity: Order of Battle
Component: Saipan Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Saipan Kichi Shubitai
	location = 3995
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Scripted Trigger
Component: game_weight_can_add_unaligned
Constructs: check_variable
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
game_weight_can_add_unaligned = {
	GER = {
		AND = {
			OR = {
				check_variable = {
					unaligned_game_weight = < fascist_game_weight
				} {
					unaligned_game_weight = fascist_game_weight
				}
			}
		} {
			OR = {
				check_variable = {
					unaligned_game_weight = < democratic_game_weight
				} {
					unaligned_game_weight = democratic_game_weight
				}
			}
		} {
			OR = {
				check_variable = {
					unaligned_game_weight = < communist_game_weight
				} {
					unaligned_game_weight = communist_game_weight
				}
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_defense_of_manila
Constructs: prerequisite, add_ideas, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_defense_of_manila
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = PHI_teachings_of_the_usaffe
	}
	relative_position_id = PHI_teachings_of_the_usaffe
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			controls_state = 327 623
		}
	}
	bypass_if_unavailable = yes
	completion_reward = {
		327 = {
			add_building_construction = {
				type = bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 2
				instant_build = yes
			}
		}
		623 = {
			add_building_construction = {
				type = bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 2
				instant_build = yes
			}
		}
		add_ideas = INS_coastal_entrenchment_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: TOG_nccr
Source: game
File: common/characters/TOG.txt

Code:
TOG_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = TOG_nccr
		allowed = {
			original_tag = TOG
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_hungarian_situation
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction_with, is_subject_of, cancel_if_invalid, create_wargoal, annex_everything
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_hungarian_situation
	icon = GFX_focus_generic_attack_hungary
	prerequisite = {
		focus = CZE_german_puppet CZE_aggressive_wars
	}
	x = -7
	y = 4
	relative_position_id = CZE_german_leanings
	will_lead_to_war_with = HUN
	cost = 10
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		NOT = {
			is_in_faction_with = HUN
		}
		HUN = {
			exists = yes
		}
	}
	bypass = {
		OR = {
			has_war_with = HUN
			HUN = {
				exists = no
			} {
				is_subject_of = CZE
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = HUN
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_white_squadron_focus
Constructs: prerequisite, has_war, add_ideas, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_white_squadron_focus
	icon = GFX_focus_SOV_women_in_aviation
	x = 0
	y = 1
	prerequisite = {
		focus = ROM_expand_the_air_force
	}
	relative_position_id = ROM_expand_the_air_force
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		add_ideas = ROM_white_squadron
	}
	completion_reward = {
		add_ideas = ROM_white_squadron
	}
}
### Entity: Character
Component: submarine_specialist
Source: game
File: common/country_leader/00_traits.txt

Code:
submarine_specialist = {
	sprite = 14
	new_convoy_raiding_mastery_gain_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_guarantee_the_constitution
Constructs: prerequisite, add_stability, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_guarantee_the_constitution
	icon = GFX_goal_generic_military_sphere
	x = -1
	y = 1
	prerequisite = {
		focus = FRA_orleanist_restoration
	}
	relative_position_id = FRA_orleanist_restoration
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Technology
Component: improved_submarine
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		submarine_3
	}
	path = {
		leads_to_tech = advanced_submarine
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = naval_folder
		position = {
			x = 0
			y = 13
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			tag = GER
		}
	}
	categories = {
		naval_equipment ss_tech mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Character
Component: ETH_random_general_1
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_general_1 = {
	portraits = {
		army = {
			large = GFX_portrait_ETH_generic_male_1
			small = GFX_portrait_ETH_generic_male_1_small
		}
	}
	corps_commander = {
		traits = {
			trait_cautious
		}
		skill = 1
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		visible = {
			has_character_flag = ETH_visible_random_general_flag
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_encourage_christian_mutualism
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_encourage_christian_mutualism
	icon = GFX_goal_generic_industrial_democracy
	prerequisite = {
		focus = QUE_national_free_market
	}
	relative_position_id = QUE_glorify_clerical_past
	x = 0
	y = 4
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_national_capitalism
			add_idea = QUE_christian_mutualism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: AFG_political_events.87
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.87
	title = AFG_political_events.87.t
	desc = AFG_political_events.87.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = AFG_political_events.87.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_expansion_of_new_towns
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_expansion_of_new_towns
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = CUB_central_region_strategy
	}
	x = 0
	y = 1
	relative_position_id = CUB_central_region_strategy
	cost = 5
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				994
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				315
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: BRA_brown_water_navy_idea
Constructs: removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_brown_water_navy_idea = {
	picture = eng_preparing_the_second_front
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = BRA_brown_water_navy_idea_bonus_tt
	}
}
### Entity: Idea
Component: skoda_works_artillery
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
skoda_works_artillery = {
	picture = skoda_works_artillery
	allowed = {
		original_tag = CZE
	}
	research_bonus = {
		artillery = 0.15
		naval_gunnery_tech = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_beyond_the_baltic
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, is_major, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_beyond_the_baltic
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = EST_break_the_silence EST_squash_the_opposition
	}
	mutually_exclusive = {
		focus = EST_formalize_baltic_entente
	}
	x = 2
	y = 1
	relative_position_id = EST_squash_the_opposition
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			date = < 1942.1.1
			OR = {
				AND = {
					is_historical_focus_on = yes
					has_game_rule = {
						rule = EST_ai_behavior
						option = DEFAULT
					}
				}
				has_country_flag = EST_AI_RANDOM_HISTORICAL
				has_game_rule = {
					rule = EST_ai_behavior
					option = HISTORICAL
				}
			}
		}
	}
	available = {
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			is_major = yes
			has_government = democratic
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = ROOT
			}
		}
		is_in_faction = no
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction = yes
				any_other_country = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					has_government = democratic
					not = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = BALTIC_events.1
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = BALTIC_events.1
			}
		}
	}
}
### Entity: Modding Documentation
Construct: PAYLOAD
Constructs: PAYLOAD, limit
Source: vanilla_docs
File: documentation/script_collection_operator.md

Doc:
## limit = PAYLOAD
Filters the collection by a trigger.
### Entity: Game Rule
Component: eng_fragmentation_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
eng_fragmentation_status = {
	name = ENG_FRAGMENTATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_FRAGMENTATION_DESC
	}
	option = {
		name = ENG_FRAGMENTED
		text = RULE_OPTION_ENG_FRAGMENTED
		desc = RULE_OPTION_ENG_FRAGMENTED_DESC
	}
}
### Entity: AI Strategy
Component: SOV_we_just_need_to_hold_the_line_not_go_for_it_vs_FINS
Constructs: has_completed_focus, has_war_with, has_country_flag, has_defensive_war, is_ai, has_capitulated, has_offensive_war_with
Source: game
File: common/ai_strategy/r56_FIN.txt

Code:
SOV_we_just_need_to_hold_the_line_not_go_for_it_vs_FINS = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			surrender_progress = > 0.08
			exists = yes
			has_defensive_war = yes
			has_war_with = FIN
		}
		FIN = {
			is_ai = yes
			OR = {
				has_completed_focus = FIN_cooperation_with_germany
				date = > 1941.2.2
			}
			has_country_flag = r56_fin_trigger_con_war_front_control
		} {
			has_capitulated = no
		}
		GER = {
			exists = yes
			has_offensive_war_with = ROOT
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		tag = FIN
		ratio = 0.1
		priority = 0
		ordertype = front
		execution_type = careful
		execute_order = no
	} {
		type = invade
		id = FIN
		value = -100
	}
}
### Entity: Idea
Component: BAY_pot
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_pot = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = BAY
	}
	traits = {
		prince_of_terror
	}
}
### Entity: State History
Component: 1044
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/1044-Srem.txt

Code:
state = {
	id = 1044
	name = STATE_1044
	resources = {

	}
	history = {
		owner = YUG
		buildings = {
			infrastructure = 3
		}
		victory_points = {
			13306 2
		}
		add_core_of = YUG SER
		add_claim_by = CRO
	}
	provinces = {
		11580 13306
	}
	manpower = 487362
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 4.0
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_found_the_new_kingdom
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, has_global_flag, is_subject_of, is_core_of
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_found_the_new_kingdom
	icon = GFX_goal_EGY_ALB_united
	relative_position_id = EGY_claim_the_albanian_throne
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_global_flag = form_egypt_albania_flag
		}
		OR = {
			ALB = {
				is_subject_of = ROOT
			}
			all_state = {
				OR = {
					NOT = {
						is_core_of = ALB
					}
					is_controlled_by = ROOT
				}
			}
		}
	}
	bypass = {
		has_country_flag = EGY_backed_down_from_albania
	}
	prerequisite = {
		focus = EGY_claim_the_albanian_throne
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		ALB = {
			every_character = {
				limit = {
					OR = {
						is_corps_commander = yes
						is_navy_leader = yes
						is_field_marshal = yes
					}
				}
				set_nationality = ROOT
			}
		}
		annex_country = {
			target = ALB
			transfer_troops = yes
		}
		every_state = {
			limit = {
				is_core_of = ALB
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = EGY
		}
		set_cosmetic_tag = EGY_ALB_united
		hidden_effect = {
			set_global_flag = form_egypt_albania_flag
		}
	}
}
### Entity: Event
Component: lar_news.13
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.13
	title = lar_news.12.t
	desc = lar_news.13.desc
	picture = GFX_news_event_generic_read_write
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.12.a
		trigger = {
			original_tag = SPR
		}
	} {
		name = lar_news.12.b
		trigger = {
			any_other_country = {
				original_tag = SPR
				is_in_faction_with = ROOT
			}
		}
	} {
		name = lar_news.12.c
		trigger = {
			any_other_country = {
				has_war_with = ROOT
				OR = {
					is_in_faction_with = SPD SPA
				}
			}
		}
	} {
		name = lar_news.12.d
		trigger = {
			NOT = {
				original_tag = SPR
				any_other_country = {
					original_tag = SPR
					is_in_faction_with = ROOT
				} {
					has_war_with = ROOT
					OR = {
						is_in_faction_with = SPD SPA
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_grain_tax
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_grain_tax
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = CHI_sea_price_controls
	}
	x = 2
	y = 1
	relative_position_id = CHI_sea_price_controls
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = CHI_grain_tax
	}
}