Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SPR_deal_with_the_devil
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_deal_with_the_devil = {
	picture = anti_soviet_pact
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
		defense_bonus_against = 0.05
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_rile_up_veterans
Constructs: prerequisite, add_ideas, completion_reward, add_popularity, add_to_variable, set_rule
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_rile_up_veterans
	icon = GFX_focus_AST_riling_veterans
	prerequisite = {
		focus = AST_pankhurst_walsh AST_stephensen
	}
	relative_position_id = AST_pankhurst_walsh
	x = 10
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.015
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_australia_first_spirit_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			AST_australia_first_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		}
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = {
			AST_voluntary_foreign_service_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: State History
Component: 1010
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1010-Helmand.txt

Code:
state = {
	id = 1010
	name = STATE_1010
	manpower = 845946
	state_category = developed_rural
	history = {
		owner = AFG
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			5064 5
		}
		add_core_of = AFG
		add_to_array = {
			state_victory_points = 5064
		}
	}
	provinces = {
		1948 2078 2101 4949 5020 5064 5082 8090
	}
	local_supplies = 0.0
}
### Entity: National Focus
Component: wuw_HUN_guarantee_religious_liberties
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_political_power, cancel_if_invalid, add_breakthrough_progress
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_guarantee_religious_liberties
	icon = GFX_focus_generic_court
	prerequisite = {
		focus = wuw_HUN_a_responsible_government
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_a_responsible_government
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = HUN_edward_teller
		} {
			localization_key = available_scientist_one_line_tt
			CHARACTER = HUN_john_von_neumann
		} {
			localization_key = available_scientist_one_line_tt
			CHARACTER = HUN_leo_szilard
		}
		add_ideas = HUN_scientist_influx_idea
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.5
		}
	}
}
### Entity: Event
Component: news.634
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.634
	title = news.634.t
	desc = news.634.desc
	picture = GFX_news_event_bulgarian_soldiers
	major = yes
	is_triggered_only = yes
	option = {
		name = news.634.a
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.15
Constructs: is_triggered_only, ai_chance, set_nationality, set_character_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.15
	title = BBA_ethiopia_communist_events.15.t
	desc = BBA_ethiopia_communist_events.15.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.15.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = BBA_ethiopia_communist_events_15_tt
		hidden_effect = {
			SOV = {
				SOV_semyon_budyonny = {
					set_nationality = ETH
					set_character_flag = soviet_advisor_eth
				}
				SOV_Vasily_Kuznetsov = {
					set_nationality = ETH
					set_character_flag = soviet_advisor_eth
				}
			}
		}
	}
}
### Entity: Country History
Country: LEB
Component: LEB_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/LEB - Lebanon.txt

Code:
# Politics & Parties for LEB
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 10
	communism = 10
	neutrality = 30
}
### Entity: Character
Component: CZE_karel_pavala_army
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CZE.txt

Code:
CZE_karel_pavala_army = {
	instance = {
		allowed = {
			has_dlc = Peace For Our Time
		}
		name = CZE_karel_pavala
		portraits = {
			army = {
				large = GFX_portrait_CZE_karel_pavala
				small = GFX_portrait_CZE_karel_pavala_small
			}
		}
		corps_commander = {
			traits = {
				career_officer naval_liason
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
			visible = {
				has_completed_focus = CZE_expand_the_river_monitor_fleet
			}
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_escort_fleet
Constructs: shared_focus, prerequisite, limit, completion_reward, has_doctrine, add_mastery_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_escort_fleet
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = SMB_purchase_cruisers_and_dreadnoughts
	}
	relative_position_id = SMB_purchase_cruisers_and_dreadnoughts
	mutually_exclusive = {
		focus = SMB_raiding_fleet
	}
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		navy_experience = 15
		if = {
			limit = {
				has_doctrine = new_convoy_raiding
			}
			add_mastery_bonus = {
				name = SMB_escort_fleet
				bonus = 0.2
				days = 180
				grand_doctrine = new_convoy_raiding
			} {
				name = SMB_escort_fleet
				bonus = 0.1
				days = 180
				track = screens
			}
		}
		else = {
			add_mastery_bonus = {
				name = SMB_escort_fleet
				bonus = 0.1
				days = 180
			} {
				name = SMB_escort_fleet
				bonus = 0.1
				days = 180
				track = screens
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_ikarus
Constructs: division_template, prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_ikarus
	icon = GFX_goal_annexiceland
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_fas_leader
	}
	available = {
		has_government = fascism
		is_in_faction = no
		GER = {
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
		controls_state = 100
		is_subject_of = DEN
	}
	bypass = {
		is_in_faction_with = GER
	}
	x = 20
	y = 5
	completion_reward = {
		if = {
			limit = {
				NOT = {
					is_subject_of = GER
				}
				is_subject = yes
			}
			overlord = {
				set_autonomy = {
					target = ICE
					autonomy_state = autonomy_free
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt ICE_ikarus_tt
		GER = {
			add_to_faction = ICE
		}
		hidden_effect = {
			division_template = {
				name = Fallschirmjäger-Division
				regiments = {
					paratrooper = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
			}
			100 = {
				create_unit = {
					division = name = "Fallschirmjäger Iceland-Division" division_template = "Fallschirmjäger-Division" start_experience_factor = 0.3
					owner = ICE
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Effect Reference
Construct: add_faction_influence_score
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_faction_influence_score

* Supported Scopes: COUNTRY
* Supported Targets: none

Adds influence to the country in the faction

	### Examples
	```
	TAG = {
		add_faction_influence_score = 100
	}
	```
### Entity: AI Strategy
Component: EAI_DIPLO_china_dont_join_comintern
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_china_dont_join_comintern = {
	allowed = {
		OR = {
			original_tag = CHI PRC GXC YUN SHX XSM
		}
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = SOV
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = SOV
		target = offer_join_faction
		value = -5000
	} {
		type = diplo_action_desire
		id = ENG
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = ENG
		target = offer_join_faction
		value = -5000
	} {
		type = diplo_action_desire
		id = USA
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = USA
		target = offer_join_faction
		value = -5000
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_defensive_focus
Constructs: prerequisite, completion_reward, add_command_power
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_defensive_focus
	icon = GFX_goal_generic_defence
	mutually_exclusive = {
		focus = FRA_aggressive_focus
	}
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = FRA_begin_rearmament
	}
	available_if_capitulated = yes
	relative_position_id = FRA_begin_rearmament
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_command_power = 30
		custom_effect_tooltip = available_chief_of_army
		show_ideas_tooltip = maxime_weygand
	}
}
### Entity: Character
Component: infantry_equipment_producer_defense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_defense_2 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.1
			defense = 0.1
			reliability = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CZE_peoples_militia_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_peoples_militia_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		conscription = 0.005
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_integrate_lost_territories
Constructs: prerequisite, limit, completion_reward, has_subject, is_controlled_by, annex_country, add_core_of
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_integrate_lost_territories
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = CZE_proclaim_the_restoration_of_bohemia
	}
	mutually_exclusive = {
		focus = CZE_deepen_ties_with_puppet_kingdoms
	}
	cost = 10
	relative_position_id = CZE_proclaim_the_restoration_of_bohemia
	x = 0
	y = 1
	available = {
		OR = {
			controls_state = 65
			has_subject = SAX
		}
		86 = {
			is_controlled_by = ROOT
		}
		807 = {
			is_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				has_subject = SAX
			}
			annex_country = {
				target = SAX
				transfer_troops = yes
			}
		}
		65 = {
			add_core_of = CZE
		}
		86 = {
			add_core_of = CZE
		}
		807 = {
			add_core_of = CZE
		}
		85 = {
			add_core_of = CZE
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_scientist_xp_1
Constructs: limit, fire_only_once, has_project_flag, has_scientist_level, add_scientist_xp, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_scientist_xp_1 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_scientist_xp_flag
		} {
			factor = 0
			var:scientist = {
				has_scientist_level = {
					level = > 4
					specialization = specialization_land
				}
			}
		}
	}
	option = {
		token = sp_land_generic_reward_option_scientist_xp
		iteration_output = {
			scientist_effects = {
				if = {
					limit = {

					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_land
					}
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_scientist_xp_flag
				}
			}
		}
	}
}
### Entity: Unit Template
Component: INS_colonial_garrison_division
Source: game
File: common/units/names_divisions/HOL_INS_names_divisions.txt

Code:
INS_colonial_garrison_division = {
	name = KNIL Territoriale Troepen
	for_countries = {
		HOL INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %se Garnizoens-Bataljon
	ordered = {
		1 = {
			Stadswacht Batavia
		}
		2 = {
			Stadswacht Bandoeng
		}
		3 = {
			Stadswacht Surabaya
		}
		4 = {
			Stadswacht Semarang
		}
		5 = {
			Stadswacht Medan
		}
		6 = {
			Stadswacht Padang
		}
		7 = {
			Stadswacht Palembang
		}
		8 = {
			Stadswacht Aceh
		}
		9 = {
			Stadswacht Pontianak
		}
		10 = {
			Stadswacht Banjarmasin
		}
		11 = {
			Stadswacht Balikpapan
		}
		12 = {
			Stadswacht Tarakan
		}
		13 = {
			Stadswacht Makassar
		}
		14 = {
			Stadswacht Manado
		}
		15 = {
			Stadswacht Ambon
		}
		16 = {
			Stadswacht Kupang
		}
		17 = {
			%se Garnizoens-Bataljon
		}
		18 = {
			%se Garnizoens-Bataljon
		}
		19 = {
			%se Garnizoens-Bataljon
		}
		20 = {
			%se Garnizoens-Bataljon
		}
		21 = {
			%se Garnizoens-Bataljon
		}
		22 = {
			%se Garnizoens-Bataljon
		}
		23 = {
			%se Landstorm-Bataljon
		}
		24 = {
			%se Landstorm-Bataljon
		}
		25 = {
			%se Garnizoens-Bataljon
		}
		26 = {
			%se Garnizoens-Bataljon
		}
	}
}
### Entity: Character
Component: SOV_lev_dovator
Constructs: has_completed_focus, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_lev_dovator = {
	name = SOV_lev_dovator
	portraits = {
		army = {
			large = GFX_portrait_SOV_lev_dovator
			small = GFX_portrait_SOV_lev_dovator_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer trait_reckless cavalry_leader ranger trickster
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
			has_completed_focus = SOV_restore_cossack_units
		}
	}
}
### Entity: Event
Component: ukraine.4
Constructs: is_triggered_only, add_stability, fire_only_once, add_political_power
Source: game
File: events/Ukraine.txt

Code:
country_event = {
	id = ukraine.4
	title = ukraine.4.t
	desc = ukraine.4.desc
	picture = GFX_report_event_ukraine_war_of_independence
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ukraine.4.a
		add_political_power = 100
		add_stability = 0.05
	}
}
### Entity: Character
Component: GER_hans_oster
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/characters/GER.txt

Code:
GER_hans_oster = {
	name = GER_hans_oster
	portraits = {
		army = {
			small = GFX_idea_GER_hans_oster
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_hans_oster
		allowed = {
			original_tag = GER
			has_dlc = Waking the Tiger
		}
		visible = {
			NOT = {
				AND = {
					has_government = fascism
					has_completed_focus = GER_remilitarize_the_rhineland
				}
			}
		}
		available = {
			IF = {
				limit = {
					NOT = {
						has_dlc = Gotterdammerung
					}
				}
				has_completed_focus = GER_oppose_hitler
			}
			ELSE = {
				has_completed_focus = GER_oppose_hitler_ww
			}
		}
		traits = {
			anti_fascist_agent
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Event
Component: MUN_czech.1046
Constructs: is_triggered_only, limit, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1046
	title = MUN_czech.1046.t
	desc = MUN_czech.1046.d
	picture = GFX_report_event_cze_divided_nation
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = CZE_a_divided_nation_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = CZE_a_divided_nation_dynamic_modifier
				}
			}
		}
	}
	option = {
		name = MUN_czech.1046.a
		custom_effect_tooltip = generic_has_happen_tt
		effect_tooltip = {
			remove_dynamic_modifier = {
				modifier = CZE_a_divided_nation_dynamic_modifier
			}
		}
	}
}
### Entity: Event
Component: ARG_political_events.61
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.61
	title = ARG_political_events.61.t
	desc = ARG_political_events.61.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ARG_political_events.61.a
		ai_chance = {
			base = 100
		}
		ROOT = {
			add_to_faction = FROM
		}
	}
}
### Entity: Event
Component: bftb_greece.8
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war, limit, has_government, add_opinion_modifier, add_political_power
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.8
	title = bftb_greece.8.t
	desc = bftb_greece.8.desc
	picture = GFX_report_event_gre_allied_diplomacy_military
	is_triggered_only = yes
	option = {
		name = bftb_greece.8.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				NOT = {
					original_tag = GRE
				}
				OR = {
					has_war_support = < 20
					has_war = yes
				}
			} {
				factor = 0
				original_tag = ENG
				OR = {
					ENG = {
						has_completed_focus = ENG_revisit_colonial_policy ENG_concessions_to_the_trade_unions
					}
				}
			} {
				factor = 0
				original_tag = FRA
				FRA = {
					has_completed_focus = FRA_revolution_to_the_utmost
				}
			}
		}
		if = {
			limit = {
				NOT = {
					original_tag = ITA
				}
			}
			custom_effect_tooltip = potential_war_with_turkey_tt
		}
		hidden_effect = {
			set_country_flag = GRE_attending_megali_convention
			if = {
				limit = {
					original_tag = ENG
				}
				GRE = {
					set_country_flag = GRE_britain_attending_convention
				}
			} {
				limit = {
					original_tag = FRA
				}
				GRE = {
					set_country_flag = GRE_france_attending_convention
				}
			} {
				limit = {
					original_tag = ITA
				}
				GRE = {
					set_country_flag = GRE_italy_attending_convention
				}
			}
		}
	} {
		name = bftb_greece.8.b
		ai_chance = {
			base = 0
			modifier = {
				add = 60
				NOT = {
					original_tag = ITA
				}
				GRE = {
					OR = {
						has_idea = GRE_eee_in_government
						has_government = fascism
					}
				}
			}
		}
		add_political_power = 75
		hidden_effect = {
			GRE = {
				add_opinion_modifier = {
					target = ROOT
					modifier = western_betrayal
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_82
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_82 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 82
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 82
	}
}
### Entity: Character
Component: AST_harold_farncomb
Source: game
File: common/characters/AST.txt

Code:
AST_harold_farncomb = {
	name = AST_harold_farncomb
	portraits = {
		army = {
			large = GFX_AST_harold_farncomb
			small = GFX_portrait_AST_harold_farncomb_small
		}
	}
	navy_leader = {
		traits = {
			gunnery_expert navy_career_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		coordination_skill = 2
		maneuvering_skill = 3
		legacy_id = -1
	}
}
### Entity: Achievement
Component: miklos_horthy_and_the_habsburg_prince
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_cosmetic_tag, is_owned_and_controlled_by
Source: game
File: common/achievements.txt

Code:
miklos_horthy_and_the_habsburg_prince = {
	id = 45
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = HUN
	}
	happened = {
		has_cosmetic_tag = HUN_EMPIRE
		152 = {
			is_owned_and_controlled_by = HUN
		}
		153 = {
			is_owned_and_controlled_by = HUN
		}
		4 = {
			is_owned_and_controlled_by = HUN
		}
		848 = {
			is_owned_and_controlled_by = HUN
		}
		975 = {
			is_owned_and_controlled_by = HUN
		}
		976 = {
			is_owned_and_controlled_by = HUN
		}
		69 = {
			is_owned_and_controlled_by = HUN
		}
		9 = {
			is_owned_and_controlled_by = HUN
		}
		75 = {
			is_owned_and_controlled_by = HUN
		}
		74 = {
			is_owned_and_controlled_by = HUN
		}
		72 = {
			is_owned_and_controlled_by = HUN
		}
		70 = {
			is_owned_and_controlled_by = HUN
		}
		664 = {
			is_owned_and_controlled_by = HUN
		}
		71 = {
			is_owned_and_controlled_by = HUN
		}
		73 = {
			is_owned_and_controlled_by = HUN
		}
		455 = {
			is_owned_and_controlled_by = HUN
		}
		454 = {
			is_owned_and_controlled_by = HUN
		}
		66 = {
			is_owned_and_controlled_by = HUN
		}
		67 = {
			is_owned_and_controlled_by = HUN
		}
		162 = {
			is_owned_and_controlled_by = HUN
		}
		17 = {
			is_owned_and_controlled_by = HUN
		}
		159 = {
			is_owned_and_controlled_by = HUN
		}
		161 = {
			is_owned_and_controlled_by = HUN
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_rule_the_thais
Constructs: prerequisite, completion_reward, is_in_faction_with, create_wargoal, annex_everything
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_rule_the_thais
	icon = GFX_goal_vietnam_attack_siam
	cost = 10
	prerequisite = {
		focus = VIN_the_greater_vietnam_concept
	} {
		focus = VIN_the_lone_dragon
	}
	available = {
		NOT = {
			is_in_faction_with = SIA
		}
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = SIA
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = 43
	y = 3
}
### Entity: Event
Component: SEA_japan_foreign_policy.55
Constructs: is_triggered_only, limit, add_stability, fire_only_once, add_popularity, every_possible_country, has_character, set_nationality
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.55
	title = SEA_japan_foreign_policy.55.t
	desc = SEA_japan_foreign_policy.55.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.55.a
		add_stability = -0.05
		add_popularity = {
			ideology = ROOT
			popularity = -0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_possible_country = {
			limit = {
				has_character = MEN_jodbajab
			}
			set_nationality = {
				target_country = ROOT
				character = MEN_jodbajab
			}
		}
		set_country_flag = MON_jodbajab_arrived_in_the_country_flag
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_190
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_190 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 190
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 190
	}
}