Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: ah_why_we_fight
Constructs: prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_idea, set_rule
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_why_we_fight
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = ah_foreign_expeditions ah_deterrence
	}
	available = {
		OR = {
			threat = > 0.75
			has_defensive_war = yes
		}
	}
	continue_if_invalid = yes
	x = -2
	y = 1
	relative_position_id = ah_foreign_expeditions
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = why_we_fight_focus
		custom_effect_tooltip = why_we_fight_effect
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = neutrality_idea
					}
				}
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_the_military_oversight_bureau
Constructs: has_dlc, removal_cost, fascism_drift
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_the_military_oversight_bureau = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_secret_police
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		command_abilities_cost_factor = -0.25
		army_leader_start_level = 2
		army_leader_cost_factor = -0.25
		terrain_trait_xp_gain_factor = 0.2
		fascism_drift = -0.03
	}
}
### Entity: Event
Component: austria.91
Constructs: is_triggered_only, ai_chance, has_country_flag, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.91
	title = austria.91.t
	desc = austria.91.d
	is_triggered_only = yes
	option = {
		name = austria.91.a
		AUS = {
			country_event = austria.92
		}
		set_country_flag = AUS_hungary_accepted_eco
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_country_flag = AUS_conference_will_collapse
					AND = {
						NOT = {
							has_country_flag = AUS_HUN_got_burgenland
						}
						OR = {
							has_country_flag = AUS_hungary_accepted_mil AUS_hungary_accepted_trade
						}
					} {
						has_country_flag = AUS_HUN_got_burgenland AUS_hungary_accepted_mil AUS_hungary_accepted_trade
					}
				}
			}
		}
	} {
		name = austria.91.b
		AUS = {
			country_event = austria.93
		}
		custom_effect_tooltip = AUS_conference_will_collapse
		set_country_flag = AUS_conference_will_collapse
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					has_country_flag = AUS_conference_will_collapse
					AND = {
						NOT = {
							has_country_flag = AUS_HUN_got_burgenland
						}
						OR = {
							has_country_flag = AUS_hungary_accepted_mil AUS_hungary_accepted_trade
						}
					} {
						has_country_flag = AUS_HUN_got_burgenland AUS_hungary_accepted_mil AUS_hungary_accepted_trade
					}
				}
			}
		}
	}
}
### Entity: Character
Component: caudillo_2
Source: game
File: common/country_leader/00_traits.txt

Code:
caudillo_2 = {
	random = no
	resistance_damage_to_garrison = -0.15
	high_command_cost_factor = -0.15
	max_command_power = 20
	command_power_gain_mult = 0.25
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_strengthen_the_youth_corps_r56
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, has_country_leader, add_popularity, has_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_strengthen_the_youth_corps_r56
	prerequisite = {
		focus = SIA_military_led_nation_building_r56
	}
	mutually_exclusive = {
		focus = SIA_move_to_depoliticize_the_army_r56
	}
	icon = GFX_goal_generic_army_professionalism
	cost = 6
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = SIA_military_led_nation_building_r56
	available = {
		OR = {
			has_government = fascism
			has_country_leader = {
				character = SIA_phraya_phahon
				ruling_only = yes
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 25
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		SIA_subtract_28_days_phahon_phonphayuhasena_steps_down = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = SIA_siamese_ultranationalist_movement_r56
			}
			swap_ideas = {
				remove_idea = SIA_siamese_ultranationalist_movement_r56
				add_idea = SIA_strengthen_the_youth_corps_r56_idea
			}
		}
		else = {
			add_manpower = 25000
		}
	}
}
### Entity: Idea
Component: POL_sanation_left_opposition_3
Constructs: stability_factor, is_subject, removal_cost, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_sanation_left_opposition_3 = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		is_subject = no
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = -0.2
		consumer_goods_factor = 0.1
		neutrality_drift = -0.1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_arrest_nazi_sympathizers
Constructs: prerequisite, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_arrest_nazi_sympathizers
	icon = GFX_focus_generic_anti_fascist_diplomacy
	relative_position_id = LIT_empower_smetona
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_empower_smetona
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		add_timed_idea = {
			idea = LIT_root_out_fascists
			days = 365
		}
	}
}
### Entity: Character
Component: NZL_r_a_cochrane
Source: game
File: common/characters/NZL.txt

Code:
NZL_r_a_cochrane = {
	name = NZL_r_a_cochrane
	portraits = {
		army = {
			small = GFX_idea_NZL_r_a_cochrane
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = NZL_r_a_cochrane
		ledger = air
		allowed = {
			original_tag = NZL
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_pacific_war_COMBINED_get_data
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_COMBINED_pacific_war.txt

Code:
EAI_MILITARY_pacific_war_COMBINED_get_data = {
	set_temp_variable = {
		_target_control_pct = @EAI_MILITARY_pacific_war_COMBINED_target_control_pct
	} {
		_expected_progress = @EAI_MILITARY_pacific_war_COMBINED_expected_progress
	}
}
### Entity: AI Strategy
Component: jap_early_invasions_are_risky_and_best_wait_for_later
Constructs: is_ai
Source: game
File: common/ai_strategy/JAP.txt

Code:
jap_early_invasions_are_risky_and_best_wait_for_later = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		date = < 1938.4.1
		CHI = {
			is_ai = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = CHI
		value = -500
	}
}
### Entity: Idea
Component: AUS_volunteer_effort
Constructs: has_completed_focus, has_global_flag, removal_cost, send_volunteer_size, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/austria.txt

Code:
AUS_volunteer_effort = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		AND = {
			NOT = {
				has_global_flag = second_italo_ethiopian_war_flag
			}
			OR = {
				has_global_flag = scw_over
				NOT = {
					has_completed_focus = AUS_spanish_intervention
				}
			}
		}
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		send_volunteer_size = 3
		send_volunteer_divisions_required = -1
		send_volunteers_tension = -0.5
	}
}
### Entity: Event
Component: wtt_germany.4
Constructs: is_triggered_only, limit, set_country_flag, add_country_leader_role, has_dlc, set_cosmetic_tag
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.4
	title = wtt_germany.4.t
	desc = wtt_germany.4.d
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = wtt_germany.4.a
		set_country_flag = kaiser_wilhelm_ii
		GER_wilhelm_ii = {
			add_country_leader_role = {
				country_leader = {
					expire = 1965.1.1
					ideology = despotism
					traits = {
						anti_democrat imperial_connections
					}
				}
				promote_leader = yes
			}
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.3
				hours = 6
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Gotterdammerung
					}
				}
				set_cosmetic_tag = GER_neutrality
			}
		}
	}
}
### Entity: Idea
Component: officers_purged_7
Constructs: has_government, industrial_capacity_factory, removal_cost, research_bonus, send_volunteer_factor
Source: game
File: common/ideas/r56_soviet.txt

Code:
officers_purged_7 = {
	name = officers_purged_7
	removal_cost = -1
	picture = officers_purged
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	research_bonus = {
		land_doctrine = -0.04
		naval_doctrine = -0.04
		air_doctrine = -0.04
	}
	modifier = {
		army_org_factor = -0.2
		army_bonus_air_superiority_factor = -0.02
		surrender_limit = -0.02
		send_volunteer_factor = -0.44
		industrial_capacity_factory = -0.08
		training_time_factor = 0.2
	}
}
### Entity: Joint Focus
Component: NORDIC_control_the_northern_sea
Constructs: every_owned_state, prerequisite, limit, joint_focus, is_controlled_by, is_scandinavian_northern_sea_state, has_navy_size, random_owned_state
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_control_the_northern_sea
	icon = GFX_focus_generic_north_atlantic_fleet
	prerequisite = {
		focus = NORDIC_naval_exercises
	}
	mutually_exclusive = {
		focus = NORDIC_defend_the_danish_belt NORDIC_baltic_sea_dominance
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_naval_exercises
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		any_owned_state = {
			is_controlled_by = PREV
			custom_trigger_tooltip = {
				tooltip = NORDIC_is_northern_sea_state
				is_scandinavian_northern_sea_state = yes
			}
		}
		has_navy_size = {
			size = > 29
		}
		num_of_naval_factories = > 14
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				any_owned_state = {
					is_controlled_by = ROOT
					is_scandinavian_northern_sea_state = yes
				}
			}
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_scandinavian_northern_sea_state = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					is_controlled_by = ROOT
					is_scandinavian_northern_sea_state = yes
					naval_base = > 0 < 8
				}
				add_building_construction = {
					type = naval_base
					level = 3
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_coastal = yes
						limit_to_naval_base = yes
					}
				}
			}
			every_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_scandinavian_northern_sea_state = yes
				}
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = {
						all_provinces = yes
						limit_to_victory_point = > 0
						limit_to_coastal = yes
					}
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				any_owned_state = {
					is_controlled_by = ROOT
					is_scandinavian_northern_sea_state = yes
				}
			}
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_scandinavian_northern_sea_state = yes
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_s
# ... (truncated)
### Entity: Event
Component: wtt_news.31
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.31
	title = wtt_news.31.t
	desc = wtt_news.31.desc
	picture = GFX_news_event_generic_funeral
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.30.a
		trigger = {
			original_tag = PRC
		}
	} {
		name = wtt_news.30.b
		trigger = {
			original_tag = CHI
		}
	} {
		name = wtt_news.31.c
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.30.d
		trigger = {
			NOT = {
				original_tag = PRC CHI SOV
			}
		}
	}
}
### Entity: Modifier Reference
Construct: army_strength_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_strength_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Modding Documentation
Construct: navy_
Constructs: navy_, division_template, unlock_doctrine
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `land_xp_spend_priority`, `air_xp_spend_priority` and `navy_xp_spend_priority`

Used for changing the desire of the AI to spend XP on specific actions within the land, air or navy category.
The *id* specifies which action we want to modify. The following tokens are valid:

* `division_template` - update a division template
* `unlock_doctrine` - unlock doctrines
* `equipment_variant` - upgrading equipment
* `upgrade_xp_cutoff` - XP cutoff for creating equipment variants with the legacy upgrade system (not a desire per se)
* `army_spirit` / `air_spirit` / `navy_spirit` - unlock spirits (needs to match the category of the *type*)

Example:
```
ai_strategy = {
    type = land_xp_spend_priority
    id = division_template
    value = 100
}
```
### Entity: National Focus
Tree: fra_focus
Component: FRA_carry_the_revolution_west
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, cancel_if_invalid, every_other_country, create_wargoal
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_carry_the_revolution_west
	icon = GFX_goal_generic_territory_or_war
	x = -1
	y = 1
	prerequisite = {
		focus = FRA_carry_the_revolution_north
	}
	relative_position_id = FRA_carry_the_revolution_north
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		any_neighbor_country = {
			original_tag = SPR
			has_government = communism
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = FRA_carry_the_revolution_west_tt unlocks_espionage_operation_tt FRA_instigate_workers_revolution_spain
		hidden_effect = {
			every_other_country = {
				limit = {
					original_tag = SPR
					not = {
						has_government = communism
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = topple_government
						expire = 0
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_reverse_industry_tariffs
Constructs: prerequisite, limit, completion_reward, add_to_variable, random_owned_controlled_state, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_reverse_industry_tariffs
	icon = GFX_focus_AFG_a_modern_economy
	prerequisite = {
		focus = AST_exports_for_economic_recovery
	}
	relative_position_id = AST_exports_for_economic_recovery
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_consumer_goods_factor = 0.05
			tooltip = consumer_goods_factor_tt
		} {
			AST_forging_australias_future_spirit_overlord_trade_cost_factor = -0.15
			tooltip = overlord_trade_cost_factor_tt
		} {
			AST_forging_australias_future_spirit_resource_trade_cost_bonus_per_factory = 1
			tooltip = resource_trade_cost_bonus_per_factory_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: Military Industrial Organization
Component: FRA_aeb_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/FRA_organization.txt

Code:
FRA_aeb_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_FRA_aeb
	allowed = {
		tag = FRA
		has_dlc = Arms Against Tyranny
	}
}
### Entity: AI Strategy
Component: SOV_help_SPD_win_civil_war
Constructs: has_government, has_dlc, has_civil_war, has_global_flag, send_volunteers_desire
Source: game
File: common/ai_strategy/SPR.txt

Code:
SOV_help_SPD_win_civil_war = {
	allowed = {
		NOT = {
			has_dlc = La Resistance
		}
		original_tag = SOV
	}
	enable = {
		date = < 1939.1.1
		SPR = {
			has_civil_war = yes
		}
		country_exists = SPD
		has_government = communism
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = communism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = SPD
		value = 50
	}
}
### Entity: Character
Component: staunch_anti_fascist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
staunch_anti_fascist = {
	random = no
	opinion_gain_monthly_same_ideology_factor = 0.25
	war_support_factor = 0.1
	political_power_factor = 0.1
}
### Entity: Event
Component: CZE.218
Constructs: is_triggered_only, add_doctrine_cost_reduction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.218
	title = CZE.218.t
	desc = CZE.218.d
	picture = GFX_CZKE_R56_air_is_our_sea_report
	is_triggered_only = yes
	option = {
		name = CZE.218.a
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Scripted Effect
Component: BUL_ff_preventive_action_taken
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_ff_preventive_action_taken = {
	add_to_variable = {
		BUL_ff_preventive_actions_against_coup = BUL_ff_preventive_actions_base_value
	}
	clamp_variable = {
		var = BUL_ff_preventive_actions_against_coup
		min = 0
		max = BUL_ff_preventive_actions_cap_value
	}
	custom_effect_tooltip = BUL_ff_preventive_action_taken_tt
}
### Entity: Event
Component: denmark_expansion_event.401
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_political_power, has_opinion, is_justifying_wargoal_against, has_wargoal_against
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.401
	title = denmark_expansion_event.401.t
	desc = denmark_expansion_event.401.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.100.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 0
				FROM = {
					is_justifying_wargoal_against = ROOT
				}
			} {
				factor = 0
				FROM = {
					has_wargoal_against = ROOT
				}
			}
		}
		add_political_power = 25
		add_war_support = 0.05
		effect_tooltip = {
			ROOT = {
				add_to_faction = FROM
			}
		}
		FROM = {
			country_event = {
				id = denmark_expansion_event.402
				days = 2
			}
		}
	} {
		name = denmark_occupation_event.100.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 15
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_expansion_event.403
				days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_tank_conversions
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_tank_conversions
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = SER_armored_cavalry
	}
	mutually_exclusive = {
		focus = SER_modern_tanks
	}
	x = 1
	y = 1
	relative_position_id = SER_artillery_regiments
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 1.2
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		add_ideas = YUG_idea_tank_conversions
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_into_the_benelux
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, every_state, add_claim_by, every_other_country
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_into_the_benelux
	icon = GFX_goal_generic_attack_benelux
	x = -1
	y = 1
	relative_position_id = LIE_march_north
	cost = 10
	prerequisite = {
		focus = LIE_march_north
	}
	available = {
		is_subject = no
	}
	bypass = {
		owns_state = 8 965 34 6 35 36 7
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				region = 5
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					region = 5
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: Decision
Component: INS_unity_in_diversity_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_unity_in_diversity_cat = {
	icon = GFX_decision_category_INS_unity_in_diversity
	priority = 20
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {
		OR = {
			has_completed_focus = INS_unity_in_diversity INSHOL_autonomous_dominion
		}
	}
}
### Entity: Misc Config
Component: faction_states_in_africa
Constructs: limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
faction_states_in_africa = {
	input = game:scope
	operators = {
		 = faction_members controlled_states
		limit = {
			is_on_continent = africa
		}
	}
	name = COLLECTION_FACTION_CONTROLLED_STATES_IN_AFRICA
}
### Entity: State History
Component: 500
Constructs: add_core_of, has_dlc
Source: game
File: history/states/500-Rio de Janerio.txt

Code:
state = {
	id = 500
	name = STATE_500
	manpower = 6665500
	state_category = large_city
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 4
			dockyard = 2
			air_base = 7
			10980 = {
				naval_base = 7
				landmark_cristo_redentor = {
					level = 1
					allowed = {
						has_dlc = Gotterdammerung
					}
				}
			}
		}
		victory_points = {
			10980 10
		}
	}
	provinces = {
		5172 8190 10980 12996
	}
	local_supplies = 0.0
}
### Entity: Character
Component: GNA_awt
Source: game
File: common/characters/GNA.txt

Code:
GNA_awt = {
	advisor = {
		slot = theorist
		idea_token = GNA_awt
		ledger = air
		allowed = {
			original_tag = GNA
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: State History
Component: 935
Constructs: add_core_of
Source: game
File: history/states/935 - Ceara.txt

Code:
state = {
	id = 935
	name = STATE_935
	manpower = 1632000
	state_category = town
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			5107 = {
				naval_base = 3
			}
		}
		victory_points = {
			5107 2
		}
	}
	provinces = {
		2132 2178 5107 8179
	}
	local_supplies = 0.0
}