Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Latvijas Kara Flote
Source: game
File: history/units/LAT_1936_naval_legacy.txt

Code:
fleet = {
	name = Latvijas Kara Flote
	naval_base = 9340
	task_force = {
		name = Latvijas Kara Flote
		location = 9340
		ship = {
			name = Ronis
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = LAT
				}
			}
		} {
			name = Spidola
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = LAT
				}
			}
		}
	}
}
### Entity: Decision
Component: SPR_expand_resource_extraction
Constructs: has_completed_focus, has_war, owns_state, fire_only_once, has_tech, has_state_flag, remove_effect, set_state_flag
Source: game
File: common/decisions/SPR.txt

Code:
SPR_expand_resource_extraction = {
	expand_basque_steel_works = {
		icon = steel
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 792
			}
		}
		available = {
			has_tech = construction3
			num_of_civilian_factories_available_for_projects = > 2
			owns_state = 792
			controls_state = 792
		}
		visible = {
			owns_state = 792
			controls_state = 792
			792 = {
				NOT = {
					has_state_flag = basque_steel_developed
				}
			}
			OR = {
				has_completed_focus = SPR_communal_autarky SPA_reduce_reliance_on_foreign_resources SPA_support_the_war_industry SPA_encourage_local_mining SPR_exploit_spains_riches SPR_fuel_for_the_war_machine
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 90
		modifier = {
			civilian_factory_use = 3
		}
		remove_effect = {
			792 = {
				set_state_flag = basque_steel_developed
			} {
				add_resource = {
					type = steel
					amount = 8
				}
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	expand_western_aragon_steel_works = {
		icon = steel
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 166
			}
		}
		available = {
			has_tech = construction3
			num_of_civilian_factories_available_for_projects = > 2
			owns_state = 166
			controls_state = 166
		}
		visible = {
			owns_state = 166
			controls_state = 166
			166 = {
				NOT = {
					has_state_flag = western_aragon_steel_developed
				}
			}
			OR = {
				has_completed_focus = SPR_communal_autarky SPA_reduce_reliance_on_foreign_resources SPA_support_the_war_industry SPA_encourage_local_mining SPR_exploit_spains_riches SPR_fuel_for_the_war_machine
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 90
		modifier = {
			civilian_factory_use = 3
		}
		remove_effect = {
			166 = {
				set_state_flag = western_aragon_steel_developed
			} {
				add_resource = {
					type = steel
					amount = 8
				}
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	expand_granada_steel_works = {
		icon = steel
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 173
			}
		}
		available = {
			has_tech = construction3
			num_of_civilian_factories_available_for_projects = > 2
			owns_state = 173
			controls_state = 173
		}
		visible = {
			owns_state = 173
			controls_state = 173
			173 = {
				NOT = {
					has_state_flag = granada_steel_developed
				}
			}
			OR = {
				has_completed_
# ... (truncated)
### Entity: National Focus
Tree: yug_focus
Component: YUG_invite_albania
Constructs: prerequisite, has_government, has_war_with, has_country_flag, completion_reward, is_puppet, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_invite_albania
	icon = GFX_focus_generic_befriend_albania
	prerequisite = {
		focus = YUG_pan_slavic_workers_congress
	}
	x = 1
	y = 1
	relative_position_id = YUG_pan_slavic_workers_congress
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {
		ALB = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			is_puppet = no
			is_in_faction = no
			has_government = communism
		}
		is_faction_leader = yes
		is_subject = no
	}
	bypass = {
		ALB = {
			OR = {
				exists = no
				is_puppet_of = ROOT
				is_in_faction = yes
				has_country_flag = banned_communism_flag
				AND = {
					NOT = {
						has_government = communism
					}
					hidden_trigger = {
						has_country_flag = had_yugo_civil_war_flag
					}
					has_civil_war = no
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ALB = {
			country_event = generic.5
		}
	}
}
### Entity: Idea
Component: COG_ccci
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/congo.txt

Code:
COG_ccci = {
	picture = COG_ccci
	allowed = {
		original_tag = COG
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = CONGO_ccci
	}
	visible = {

	}
	research_bonus = {

	}
	traits = {
		resource_development_company
	}
	modifier = {

	}
}
### Entity: Scripted Trigger
Component: EAI_nonaligned_nation
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_nonaligned_nation = {
	NOT = {
		EAI_democratic_nation = yes
		EAI_communist_nation = yes
		EAI_fascist_nation = yes
	}
}
### Entity: Decision
Component: QUE_integrate_conquered_land_fascism
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/QUE_decision_categories.txt

Code:
QUE_integrate_conquered_land_fascism = {
	icon = generic_political_actions
	allowed = {
		original_tag = QUE
	}
	visible = {
		has_completed_focus = QUE_proclaim_french_canada
	}
	priority = {
		base = 0
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_subsidise_the_military
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_active_mission, add_days_mission_timeout
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_subsidise_the_military
	icon = GFX_focus_SOV_merge_plants
	x = 1
	y = 1
	relative_position_id = MON_provide_for_the_people
	cost = 8
	prerequisite = {
		focus = MON_provide_for_the_people
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		MON_mongol_bank_funds_decrease = yes
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_active_mission = MON_soviet_backed_coup
			}
			add_days_mission_timeout = {
				mission = MON_soviet_backed_coup
				days = 70
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_integrate_the_northern_realm
Constructs: has_completed_focus, prerequisite, limit, add_war_support, add_stability, completion_reward, is_subject, is_core_or_compliance_30
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_integrate_the_northern_realm
	icon = GFX_goal_PRU_inti_raymi
	prerequisite = {
		focus = PRU_huayna_capac_heritage
	}
	relative_position_id = PRU_huayna_capac_heritage
	x = 0
	y = 1
	cost = 7.2
	available = {
		is_subject = no
		NOT = {
			has_completed_focus = PRU_invite_carlos
		}
		305 = {
			controls_or_subject_of = yes
			is_core_or_compliance_30 = yes
		}
		490 = {
			controls_or_subject_of = yes
			is_core_or_compliance_30 = yes
		}
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = ECU
	completion_reward = {
		add_stability = -0.05
		add_war_support = 0.1
		every_state = {
			limit = {
				OR = {
					state = 305 490
				}
				controller = {
					is_subject_of = ROOT
				}
			}
			ROOT = {
				transfer_state = PREV
			}
		}
		add_state_core = 305 490
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: 16. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 16. SS-Sturmbrigade
	location = 3561
	division_template = SS-Sturmbrigade
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_24
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_24 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_speed_factor = -0.1
	}
}
### Entity: Scripted Effect
Component: GER_create_operative_otto_skorzeny
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_create_operative_otto_skorzeny = {
	create_operative_leader = {
		name = GER_otto_skorzeny
		GFX = GFX_portrait_otto_skorenzy
		traits = {
			operative_commando
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			GER AUS
		}
		gender = male
	}
}
### Entity: Decision
Component: NOR_soviet_research
Constructs: is_in_tech_sharing_group, is_subject_of, is_in_faction_with, remove_effect, add_to_tech_sharing_group
Source: game
File: common/decisions/NaW_NOR_decisions.txt

Code:
NOR_soviet_research = {
	NOR_invite_country_into_soviet_research = {
		icon = generic_research
		allowed = {
			original_tag = NOR
		}
		available = {
			is_in_tech_sharing_group = NOR_soviet_research
			FROM = {
				NOT = {
					is_in_tech_sharing_group = NOR_soviet_research
				}
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		visible = {
			FROM = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
				NOT = {
					is_in_tech_sharing_group = NOR_soviet_research
				}
			}
		}
		target_trigger = {
			FROM = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
				NOT = {
					is_in_tech_sharing_group = NOR_soviet_research
				}
			}
		}
		cost = 5
		days_remove = 5
		days_re_enable = 30
		remove_effect = {
			FROM = {
				add_to_tech_sharing_group = NOR_soviet_research
			}
		}
		ai_will_do = {
			base = 0.1
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_tech_slot_1
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_tech_slot_1
	icon = GFX_focus_research
	prerequisite = {
		focus = BRA_departamento_de_ordem_politica_e_social BRA_departamendo_de_propaganda
	}
	x = 0
	y = 6
	relative_position_id = BRA_cohen_plan
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Wiki Documentation
Construct: resistance
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
resistance
|
Increases resistance in the selected province by set amount
|
ex: (selects one of the provinces in Berlin) resistance 100
|
### Entity: AI Strategy
Component: r56_SWE_denmark_war_plans
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_SWE.txt

Code:
r56_SWE_denmark_war_plans = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_war_with = DEN
		}
	}
	abort = {
		SWE = {
			NOT = {
				has_war_with = DEN
			}
		}
	}
	ai_strategy = {
		type = garrison
		value = -100
	} {
		type = front_unit_request
		value = 75
		tag = DEN
	} {
		type = front_unit_request
		value = -100
		tag = FIN
	} {
		type = front_unit_request
		value = -100
		tag = NOR
	}
}
### Entity: Character
Component: ARG_nobel_peace_prize_winner
Constructs: send_volunteers_tension
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_nobel_peace_prize_winner = {
	sprite = 13
	random = no
	justify_war_goal_time = 0.3
	enemy_justify_war_goal_time = 0.3
	send_volunteers_tension = -0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: siam.26
Constructs: is_triggered_only, has_completed_focus, limit, add_to_variable, check_variable
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.26
	hidden = yes
	is_triggered_only = yes
	immediate = {
		add_to_variable = {
			SIA_anandas_age = 1
		}
		country_event = {
			id = siam.26
			days = 365
		}
		if = {
			limit = {
				has_completed_focus = SIA_to_forge_a_king
				check_variable = {
					SIA_ananda_lesson_expected = < 3
				}
			}
			add_to_variable = {
				SIA_ananda_lesson_expected = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_heavy_tanks
Constructs: has_war, is_major, has_tech, any_of
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_heavy_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_heavy_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 50
			factor = 0
		}
	}
	basic_heavy_tank_default = {
		priority = {
			factor = 5
			modifier = {
				has_tech = improved_heavy_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_chassis_1
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_heavy_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_1
				special_type_slot_2 = secondary_turret_hmg
				special_type_slot_3 = secondary_turret_hmg
				special_type_slot_4 = secondary_turret_hmg
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_close_support_gun tank_heavy_three_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine secondary_turret_hmg tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
	improved_heavy_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = advanced_heavy_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = heavy_tank_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_three_man_tank_turret
				suspension_type_slot = tank_interleaved_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = additional_machine_guns
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 8
				tank_nsb_armor_upgrade = {
					base = 7
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon_2 tank_heavy_cannon tank_heavy_three_man_tank_turret tank_interleaved_suspension tank_welded_armor tank_gasoline_engine tank_radio_3
# ... (truncated)
### Entity: Peace Conference
Component: peace_ai_desires
Constructs: take_states
Source: game
File: common/peace_conference/ai_peace/SPR.txt

Code:
peace_ai_desires = {
	nationalists_want_all_of_after_scw = {
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = SPR
				not = {
					tag = SPC
				}
			}
			FROM.FROM = {
				original_tag = SPR
			}
		}
		ai_desire = 75
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_coastal_defence_forts
Constructs: prerequisite, completion_reward, is_coastal, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_coastal_defence_forts
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = AUS_light_ship_bonus AUS_elin
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_elin
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_navy_intro_tt
		add_to_variable = {
			AUS_navy_production_speed_coastal_bunker_factor = 0.1
			tooltip = production_speed_coastal_bunker_factor_tt
		}
	}
}
### Entity: Event
Component: wtt_news.5
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.5
	title = wtt_news.5.t
	desc = wtt_news.5.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.5.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.5.b
		trigger = {
			original_tag = ITA
		}
	} {
		name = wtt_news.5.c
		trigger = {
			NOT = {
				original_tag = GER
			} {
				original_tag = ITA
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_subsidize_OGME
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_mio_funds
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_subsidize_OGME
	prerequisite = {
		focus = POR_towards_a_mobile_army POR_specialized_auxiliary_tanks
	}
	icon = GFX_goal_generic_mechanized
	x = 0
	y = 1
	relative_position_id = POR_towards_a_mobile_army
	cost = 8
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_tech_bonus = {
				name = POR_subsidize_OGME
				bonus = 0.75
				uses = 2
				category = cat_mechanized_equipment
			}
			show_mio_tooltip = POR_ogme_organization
			mio:POR_ogme_organization = {
				add_mio_funds = 500
			}
		}
		else = {
			add_tech_bonus = {
				name = POR_subsidize_OGME
				bonus = 1
				uses = 2
				category = cat_mechanized_equipment
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_deny_the_enemy
Constructs: prerequisite, completion_reward, add_mastery
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_deny_the_enemy
	icon = GFX_focus_generic_trade_interdiction
	prerequisite = {
		focus = CHI_republic_of_china_navy
	}
	mutually_exclusive = {
		focus = CHI_dominate_the_enemy
	}
	x = -3
	y = 4
	relative_position_id = CHI_republic_of_china_navy
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 50
		add_mastery = {
			amount = 120
			track = screens
		}
	}
}
### Entity: Event
Component: r56_italy.18
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.18
	title = r56_italy.18.t
	desc = r56_italy.18.d
	picture = GFX_report_event_signing_the_pact_of_steel
	is_triggered_only = yes
	option = {
		name = r56_italy.18.a
		ai_chance = {
			base = 50
		}
		ROOT = {
			add_to_faction = FROM
		}
		FROM = {
			country_event = {
				id = r56_italy.19
				hours = 12
			}
		}
		hidden_effect = {
			news_event = {
				id = r56_italy.11
				days = 2
			}
		}
	} {
		name = r56_italy.18.b
		ai_chance = {
			base = 1
			modifier = {
				FROM = {
					surrender_progress = > 0.4
				}
				factor = 200
			}
		}
		FROM = {
			country_event = {
				id = r56_italy.20
				hours = 12
			}
		}
	}
}
### Entity: Character
Component: PRC_maoism_1
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_maoism_1 = {
	random = no
	political_power_factor = 0.05
	max_command_power = 5
}
### Entity: Order of Battle
Component: Banda Irregolare Somala
Constructs: division_template, force_allow_recruiting, is_locked
Source: game
File: history/units/AOI_1936.txt

Code:
division_template = {
	name = Banda Irregolare Somala
	division_names_group = ITA_COL_03
	template_counter = 66
	obsolete = yes
	force_allow_recruiting = yes
	is_locked = yes
	regiments = {
		irregular_infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 1
			y = 0
		} {
			x = 1
			y = 1
		}
	}
	priority = 0
}
### Entity: Event
Component: venezuela.28
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.28
	picture = GFX_report_event_generic_army
	title = venezuela.28.t
	desc = venezuela.28.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.28.a
		add_political_power = -25
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_divide_yugoslavia
Constructs: prerequisite, has_war, limit, completion_reward, is_subject, is_in_faction_with, has_army_manpower, is_subject_of
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_divide_yugoslavia
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = ROM_puppet_bulgaria
	}
	x = 1
	y = 1
	relative_position_id = ROM_puppet_bulgaria
	will_lead_to_war_with = YUG
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		YUG = {
			exists = yes
			is_subject = no
			NOT = {
				is_in_faction_with = ROM
			}
		}
		strength_ratio = {
			tag = YUG
			ratio = > 1.5
		}
		has_army_manpower = {
			size = > 500000
		}
	}
	bypass = {
		YUG = {
			has_war = yes
		} {
			is_subject_of = ROOT
		} {
			exists = no
		}
		has_wargoal_against = YUG
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				YUG = {
					OR = {
						has_war = yes
						is_subject = yes
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = YUG
			}
		}
		else = {
			unlock_decision_category_tooltip = ROM_dividing_yugo
			set_country_flag = invited_to_split_yugo
		}
		hidden_effect = {
			IF = {
				limit = {
					YUG = {
						capital_scope = {
							NOT = {
								is_in_array = {
									array = AUS.expansion_targets
									value = THIS
								}
							}
						}
					}
				}
				YUG = {
					capital_scope = {
						remove_from_array = {
							array = AUS.expansion_targets
							value = THIS
						}
						log = [THIS.GetName] was removed from the array
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: COS
Component: COS_characters
Constructs: recruit_character
Source: game
File: history/countries/COS - Costa Rica.txt

Code:
# Leaders & Characters for COS
recruit_character = COS_ricardo_jiménez_oreamuno COS_josé_maría_barahona COS_lisandro_barillas COS_jorge_peralta COS_baptista_e_gutierrez COS_hugo_montes_ramirez COS_roberto_juarez_camposino COS_guillermo_macho_nunez COS_luis_fernandez_rodriguez COS_jorge_volio_jimenez COS_manuel_mora_valverde COS_carlos_uribe_alpoveda COS_felipe_abreu_castro COS_francisco_rosendo_arguello COS_tobias_picado_cortes COS_oscar_padilla_sellean COS_hugo_siedler_mendoza COS_otto_cortes_fernandez COS_jose_figueres_ferrer COS_roberto_brenes_mesen COS_julio_acosta_garcia COS_chico_orlich_bolmarich
### Entity: Modding Documentation
Construct: collaboration
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## collaboration

Adds collaborations against selected country. Right click to select a country and use "collaboration 0.3"
### Entity: Idea
Component: SPR_the_anti_fascist_crusade
Constructs: has_government, army_attack_factor
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_the_anti_fascist_crusade = {
	picture = SPR_anti_fascist_crusade
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_attack_factor = 0.1
	}
}
### Entity: Idea
Component: MAD_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_democratic_guy = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = MAD
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air
Source: game
File: common/ai_focuses/generic.txt

Code:
ai_focus_naval_air = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}