Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scorer
Component: EAI_SCORER_operation_steal_tech_airforce
Constructs: has_government, has_war_with, has_country_flag, is_major, check_variable, is_running_operation_steal_tech_airforce_, has_token_airforce_, set_temp_variable
Source: game
File: common/scorers/country/EAI_operation_target_scorers.txt

Code:
EAI_SCORER_operation_steal_tech_airforce = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		target_root_trigger = {
			check_variable = {
				EAI_ESP_available_operatives = > 2
			}
		}
		score = {
			base = 300
			modifier = {
				factor = 0.01
				has_country_flag = EAI_operation_timeout_@FROM
			} {
				factor = 0
				FROM = {
					has_country_flag = is_running_operation_steal_tech_airforce_@PREV
				}
			} {
				factor = 0
				NOT = {
					FROM = {
						has_country_flag = has_token_airforce_@PREV
					}
				}
			} {
				factor = 0
				tag = FROM
			} {
				factor = 0
				NOT = {
					num_of_controlled_states = > 0
				}
			} {
				factor = 1.25
				is_major = yes
			} {
				factor = 1.25
				has_war_with = FROM
			} {
				FROM = {
					set_temp_variable = {
						plane_factor = num_deployed_planes
					}
					divide_temp_variable = {
						plane_factor = 5000
					}
				}
				set_temp_variable = {
					target_plane_factor = num_deployed_planes
				}
				divide_temp_variable = {
					target_plane_factor = 5000
				} {
					plane_factor = 2
				}
				add_to_temp_variable = {
					plane_factor = target_plane_factor
				}
				factor = plane_factor
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 10
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 25
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 50
					}
				}
			} {
				factor = 0.1
				has_war_together_with = FROM
			} {
				set_temp_variable = {
					temp = EAI_espionage_operation_risk_@FROM
				} {
					risk_factor = 1
				}
				divide_temp_variable = {
					temp = 4
				}
				clamp_temp_variable = {
					var = temp
					min = 0
					max = 1
				}
				subtract_from_temp_variable = {
					risk_factor = temp
				}
				factor = risk_factor
			} {
				factor = 0
				OR = {
					exists = no
					has_capitulated = yes
					is_ally_with = FROM
				}
			} {
				factor = 0.25
				has_government = FROM
				NOT = {
					has_war_with = FROM
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: SPR_star_bonifacio_echeverria_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SPR_organization.txt

Code:
SPR_star_bonifacio_echeverria_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_SPR_star_bonifacio_echeverria
	allowed = {
		has_dlc = La Resistance
		tag = SPR
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			FROM = {
				controls_state = 792
			}
		}
	}
}
### Entity: Modifier Reference
Construct: mines_planting_by_air_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## mines_planting_by_air_factor

* Number with 0 decimal places
* **Categories**: air
### Entity: Order of Battle
Component: air_wing_685
Source: game
File: history/units/USA_1936_air_legacy.txt

Code:
air_wings = {
	685 = {
		fighter_equipment_0 = {
			owner = USA
			amount = 96
		}
		tac_bomber_equipment_0 = {
			owner = USA
			amount = 12
		}
	}
}
### Entity: Event
Component: naw_norway.9
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.9
	title = naw_norway.9.t
	desc = naw_norway.9.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.9.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_join_the_french
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, has_war_with, completion_reward, is_faction_leader
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_join_the_french
	available = {
		NOT = {
			has_war_with = FRA
		}
		FRA = {
			OR = {
				has_completed_focus = FRA_humanite_unie FRA_loyalty_to_the_cause FRA_anti_fascist_coalition
			}
			has_government = ROOT
			is_faction_leader = yes
		}
	}
	bypass = {
		is_in_faction_with = FRA
		NOT = {
			OR = {
				focus_progress = {
					focus = HOL_affirm_loyalty_to_moscow
					progress = > 0
				} {
					focus = HOL_bastion_of_true_communism
					progress = > 0
				}
			}
		}
	}
	prerequisite = {
		focus = HOL_decolonization
	} {
		focus = HOL_red_is_the_new_orange
	}
	mutually_exclusive = {
		focus = HOL_affirm_loyalty_to_moscow HOL_bastion_of_true_communism
	}
	icon = GFX_focus_chi_reach_out_to_france
	x = 0
	y = 1
	relative_position_id = HOL_decolonization
	cost = 5
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		FRA = {
			country_event = {
				id = generic.2
				hours = 6
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = HOL_aloof_neutrality
		hidden_effect = {
			if = {
				limit = {
					SOV = {
						has_government = communism
					}
				}
				SOV = {
					add_ai_strategy = {
						type = alliance
						id = ROOT
						value = -200
					} {
						type = befriend
						id = ROOT
						value = -200
					} {
						type = protect
						id = ROOT
						value = -200
					} {
						type = antagonize
						id = ROOT
						value = 200
					}
				}
			}
		}
	}
}
### Entity: Game Data
Component: nothing_ever_happens_achievement
Constructs: has_completed_focus, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
nothing_ever_happens_achievement = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = KHM SIK XSM SHX SIC XIC GDC HBC SND GXC YUN
		}
	}
	happened = {
		has_completed_focus = CHI_expand_regional_identity CHI_the_warlord_stays
	}
}
### Entity: Modifier Reference
Component: ICE_transformation_of_nature_state_modifier
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
ICE_transformation_of_nature_state_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_ETH_state_development
	state_production_speed_buildings_factor = 0.15
	state_resources_factor = 0.1
	local_factories = 0.15
}
### Entity: Faction
Component: faction_manifest_european_dominance
Constructs: stability_factor, war_support_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_european_dominance = {
	name = european_dominance_goal_name
	description = european_dominance_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:states_in_europe
		completed_amount_collection = collection:faction_states_in_europe
		range = {
			max = 0.67
		}
		scale = {
			stability_factor = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					war_support_factor = 0.05
					army_core_defence_factor = 0.1
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_positive_heroism
Constructs: has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_positive_heroism = {
	removal_cost = -1
	picture = SOV_romanov_reconstruction_ccp_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		army_org_factor = 0.05
		army_attack_factor = 0.05
	}
}
### Entity: AI Strategy
Component: CHI_southern_warlords_should_prioritize_southern_borders
Constructs: has_dlc, is_in_faction_with
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_southern_warlords_should_prioritize_southern_borders = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		OR = {
			original_tag = YUN GXC GDC
		}
	}
	enable = {
		date = < 1942.1.1
		is_in_faction_with = CHI
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison_reinforcement_priority
		value = 100
	} {
		type = put_unit_buffers
		states = {
			1033 594 325
		}
		ratio = 0.5
		area = asia
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_24
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_24 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 24
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 24
	}
}
### Entity: Misc Config
Component: faction_controlled_mare_nostrum_states
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
faction_controlled_mare_nostrum_states = {
	input = constant:state_groups.mare_nostrum_states
	operators = {
		limit = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	name = COLLECTION_FACTION_CONTROLLED_MARE_NOSTRUM_STATES
}
### Entity: Idea
Component: imperial_glory_idea
Constructs: stability_factor, political_power_gain, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
imperial_glory_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 1
		stability_factor = 0.1
		war_support_factor = 0.05
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_invest_in_rubber_plantations
Constructs: prerequisite, limit, has_government, completion_reward, cancel_if_invalid, random_controlled_state, is_core_of, is_owned_by
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_invest_in_rubber_plantations
	icon = GFX_focus_BRA_rubber_war
	prerequisite = {
		focus = COG_the_kings_divine_power COG_appoint_a_royal_council
	}
	x = 1
	y = 1
	relative_position_id = COG_the_kings_divine_power
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		custom_trigger_tooltip = {
			tooltip = CONGO_jungle_industry_available_tt
			OR = {
				538 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				718 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				890 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				888 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				889 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				295 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				772 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				539 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				773 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				297 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		random_controlled_state = {
			limit = {
				OR = {
					AND = {
						is_core_of = ROOT
						is_owned_by = ROOT
						is_fully_controlled_by = ROOT
					}
				} {
					state = 538 718 890 888 889 295 772 539 773 297
				}
			}
			prioritize = {
				772
			}
			add_resource = {
				type = rubber
				amount = 22
			}
		}
	}
}
### Entity: Event
Component: india.426
Constructs: is_triggered_only, ai_chance, add_stability, add_opinion_modifier, add_political_power, add_popularity, add_offsite_building, give_military_access
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.426
	title = india.426.t
	desc = india.426.d
	picture = GFX_report_event_picture_RAJ_Government_Formation
	is_triggered_only = yes
	option = {
		name = india.426.a
		ai_chance = {
			base = 1
		}
		add_political_power = 50
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		give_military_access = SOV RAJ
		build_railway = {
			level = 1
			fallback = yes
			start_province = 12763
			target_province = 10737
			path = {
				12763 12717 12831 10737
			}
		} {
			level = 1
			fallback = yes
			start_state = 267
			target_state = 405
		}
	} {
		name = india.426.b
		add_political_power = -75
		set_temp_variable = {
			com_sup = party_popularity@communism
		}
		multiply_temp_variable = {
			com_sup = -0.5
		}
		add_stability = var:com_sup
		add_opinion_modifier = {
			target = RAJ
			modifier = hostile_status
		} {
			target = SOV
			modifier = hostile_status
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_militaristic_society
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_militaristic_society
	icon = GFX_goal_manpower
	prerequisite = {
		focus = LIE_stormtroopers
	}
	relative_position_id = LIE_stormtroopers
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = GEN_militarism_I
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_integrate_socialist_aligned_guerillas
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_doctrine_cost_reduction, create_corps_commander, add_popularity
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_integrate_socialist_aligned_guerillas
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = KOR_experience_of_the_korean_liberation_army
	}
	mutually_exclusive = {
		focus = KOR_amnesty_for_ex_japanese_army_officers
	}
	relative_position_id = KOR_experience_of_the_korean_liberation_army
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		create_corps_commander = {
			name = Kim Won-bong
			portrait_path = gfx/leaders/Asia/Portrait_Asia_Generic_land_3.dds
			traits = {
				guerilla_fighter
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
		}
		add_popularity = {
			ideology = communism
			popularity = 0.04
		}
		add_stability = 0.02
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_battle_for_australia
Constructs: prerequisite, limit, has_war_with, completion_reward, cancel_if_invalid, add_timed_idea, is_ally_with, create_wargoal
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_battle_for_australia
	icon = GFX_focus_generic_air_carrier
	x = 0
	y = 1
	relative_position_id = JAP_isolate_oceania
	prerequisite = {
		focus = JAP_isolate_oceania
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_naval_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	will_lead_to_war_with = AST NZL PNG
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_battle_for_oceania
			days = 425
		}
		IF = {
			limit = {
				AST = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
					} {
						has_war_with = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_wargoal = {
				type = puppet_wargoal_focus
				target = AST
				expire = 0
			}
		} {
			limit = {
				NZL = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
					} {
						has_war_with = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_wargoal = {
				type = puppet_wargoal_focus
				target = NZL
				expire = 0
			}
		} {
			limit = {
				PNG = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
					} {
						has_war_with = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_wargoal = {
				type = annex_everything
				target = PNG
				expire = 0
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_go_into_hiding
Constructs: prerequisite, has_country_flag, completion_reward, has_arrested_bose, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_go_into_hiding
	icon = GFX_focus_RAJ_go_into_hiding
	prerequisite = {
		focus = RAJ_protest_against_the_howell_monument
	}
	x = -3
	y = 1
	relative_position_id = RAJ_protest_against_the_howell_monument
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = has_arrested_bose
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_RAJ_bose_hiding_raj
			days = 50
		}
		custom_effect_tooltip = RAJ_go_into_hiding_tt
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_integrate_the_motherland
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_integrate_the_motherland
	icon = GFX_focus_por_latin_american_communism
	prerequisite = {
		focus = ARG_conquer_south_america
	}
	x = 0
	y = 1
	relative_position_id = ARG_conquer_south_america
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = ARG_south_american_unity_decisions_tt
		add_ideas = ARG_socialist_unification_idea
	}
}
### Entity: Character
Component: MEX_aaron_saenz
Constructs: has_completed_focus, limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/MEX.txt

Code:
MEX_aaron_saenz = {
	name = MEX_aaron_saenz
	portraits = {
		army = {
			small = GFX_portrait_MEX_aaron_saenz_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MEX_aaron_saenz
		allowed = {
			original_tag = MEX
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = MEX_focus_jefe_maximo
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			shadow_of_calles
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_volunteer_force
Constructs: prerequisite, add_ideas, completion_reward, is_power_balance_in_range, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_volunteer_force
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = SWI_oasis_of_democracy
	}
	relative_position_id = SWI_oasis_of_democracy
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.75
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = {
			SWI_volunteer_forces_idea
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_assimilate_minorities
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_assimilate_minorities
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = LAT_corporate_statism
	}
	relative_position_id = LAT_corporate_statism
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_stability = 0.05
		add_ideas = LAT_assimilate_minorities
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_reform_education
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_reform_education
	icon = GFX_focus_research2
	available = {
		num_of_factories = > 25
	}
	x = 28
	y = 4
	cost = 10
	prerequisite = {
		focus = ALG_civ_focus2
	} {
		focus = ALG_mil_focus2
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_together_for_victory
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_subject, set_country_flag, is_or_will_be_jimma, is_core_of
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_together_for_victory
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = ETH_set_up_a_customs_barrier
	}
	x = -1
	y = 1
	relative_position_id = ETH_set_up_a_customs_barrier
	cost = 10
	available = {

	}
	bypass = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_decentralization_small_effect = yes
		set_country_flag = ETH_freedom_fighters_flag
		IF = {
			limit = {
				is_or_will_be_jimma = yes
			}
			ITA = {
				every_owned_state = {
					limit = {
						OR = {
							is_core_of = SOM ORO
						}
					}
					set_state_flag = ETH_freedom_fighters_flag
					custom_effect_tooltip = ETH_together_for_victory_tt
				}
			}
		}
		ELSE = {
			ITA = {
				every_owned_state = {
					limit = {
						OR = {
							is_core_of = ERI TIG AFA
						}
					}
					set_state_flag = ETH_freedom_fighters_flag
					custom_effect_tooltip = ETH_together_for_victory_tt
				}
			}
		}
	}
}