Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_usa_civil_war_democrats.20
Constructs: is_triggered_only, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, limit, has_government, has_country_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.20
	title = mtg_usa_civil_war_democrats.20.t
	desc = mtg_usa_civil_war_democrats.20.desc
	picture = GFX_report_event_ger_civil_war
	immediate = {
		hidden_effect = {
			USA_set_president_effect = yes
			set_temp_variable = {
				fascism_support = party_popularity@fascism
			} {
				neutrality_support = 100
			}
			multiply_temp_variable = {
				fascism_support = 100
			}
			subtract_from_temp_variable = {
				neutrality_support = fascism_support
			}
			start_civil_war = {
				ruling_party = neutrality
				ideology = democratic
				size = 0.7
				capital = 357
				states = {
					357 685
				}
				keep_unit_leaders = {
					57
				}
			}
			division_template = {
				name = Local Volunteers
				priority = 0
				division_names_group = USA_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
			}
			set_popularities = {
				neutrality = neutrality_support
				fascism = fascism_support
			}
			country_event = {
				id = mtg_usa_civil_war_democrats.40
				days = 20
			} {
				id = mtg_usa_civil_war_democrats.21
				days = 3
			}
			set_global_flag = USA_civil_war_fired_democrats
			set_cosmetic_tag = USA_CSA
			random_other_country = {
				limit = {
					original_tag = USA
					has_government = democratic
				}
				save_global_event_target_as = USA_civil_war_democrats
				set_cosmetic_tag = USA_REBEL
				hidden_effect = {
					retire_country_leader = yes
					civil_war_anti_exploiter_punitive_action = yes
					load_focus_tree = {
						tree = usa_focus
						keep_completed = no
					}
					unlock_national_focus = USA_continue_the_new_deal USA_neutrality_act
					set_variable = {
						var = senators_support
						value = 64
					} {
						var = senators_total
						value = 96
					} {
						var = representatives_support
						value = 288
					} {
						var = representatives_total
						value = 435
					} {
						var = quorum_low
						value = 39
					} {
						var = quorum_medium
						value = 49
					} {
						var = quorum_high
						value = 58
					}
				}
			}
			if = {
				limit = {
					has_completed_focus = USA_recruit_the_free_corps
				}
				set_country_flag = USA_free_corps_raised
				division_template = {
					nam
# ... (truncated)
### Entity: National Focus
Tree: bhu_focus
Component: BHU_destroyer_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_destroyer_effort
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = BHU_submarine_effort
	}
	relative_position_id = BHU_submarine_effort
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Military Industrial Organization
Component: generic_raider_ship_organization
Constructs: has_dlc, equipment_bonus, naval_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_raider_ship_organization = {
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		AND = {
			has_dlc = Arms Against Tyranny
			original_tag = ICE
		}
	}
	equipment_type = {
		capital_ship screen_ship submarine
	}
	research_categories = {
		mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_submarine_and_modules
	}
	tree_header_text = {
		text = mio_header_long_range_focus
		x = 1
	} {
		text = mio_header_high_speed_focus
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_raiding_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			surface_visibility = -0.05
		}
	}
	trait = {
		token = generic_mio_trait_long_range_raiding
		name = generic_mio_trait_long_range_raiding
		icon = GFX_generic_mio_department_icon_ship_general_engine
		position = {
			x = 1
			y = 0
		}
		mutually_exclusive = {
			generic_mio_trait_high_speed_raiding
		}
		equipment_bonus = {
			naval_range = 0.05
			fuel_consumption = 0.05
		}
	} {
		token = generic_mio_trait_high_speed_raiding
		name = generic_mio_trait_high_speed_raiding
		icon = GFX_generic_mio_trait_icon_maximum_speed
		position = {
			x = 6
			y = 0
		}
		relative_position_id = generic_mio_trait_long_range_raiding
		mutually_exclusive = {
			generic_mio_trait_long_range_raiding
		}
		equipment_bonus = {
			naval_speed = 0.05
			fuel_consumption = 0.05
		}
	} {
		token = generic_mio_trait_diesel_powerplants
		name = generic_mio_trait_diesel_powerplants
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_long_range_raiding
		any_parent = {
			generic_mio_trait_long_range_raiding
		}
		equipment_bonus = {
			fuel_consumption = -0.05
		}
	} {
		token = generic_mio_trait_high_speed_operation_stores
		name = generic_mio_trait_high_speed_operation_stores
		icon = GFX_generic_mio_trait_icon_mines
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_high_speed_raiding
		any_parent = {
			generic_mio_trait_high_speed_raiding
		}
		visible = {
			has_dlc = Man the Guns
		}
		equipment_bonus = {
			naval_speed = 0.05
			mines_planting = 0.05
		}
	} {
		token = generic_mio_trait_high_speed_operation_stores_no_mtg
		name = generic_mio_trait_high_speed_operation_stores
		icon = GFX_generic_
# ... (truncated)
### Entity: Idea
Component: EAI_DD_18/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Idea
Component: JAP_subject_tonarigumi_idea
Constructs: stability_factor, war_support_factor, is_subject_of, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_subject_tonarigumi_idea = {
	picture = generic_fascist_workers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		is_subject_of = JAP
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.1
		master_ideology_drift = 0.05
	}
}
### Entity: Modifier Reference
Component: islamist_insurgency
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
islamist_insurgency = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_traditionalist_insurgency
	recruitable_population_factor = -0.5
	local_building_slots_factor = -0.33
	state_resources_factor = -0.5
	state_production_speed_buildings_factor = -0.33
	army_speed_factor_for_controller = -0.33
}
### Entity: National Focus
Tree: ger_focus
Component: GER_army_indoctrination
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_character, is_field_marshal, has_trait, add_trait
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_army_indoctrination
	icon = GFX_focus_GER_subdue_the_wehrmacht
	alternate_icon = GFX_focus_GER_subdue_the_wehrmacht_historical
	prerequisite = {
		focus = GER_bribe_senior_officers
	}
	mutually_exclusive = {
		focus = GER_autonomy_in_the_kriegsschulen
	}
	x = -1
	y = 1
	relative_position_id = GER_bribe_senior_officers
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_mobilization_speed = 0.1
			tooltip = mobilization_speed_tt
		} {
			GER_military_army_morale_factor = 0.1
			tooltip = army_morale_factor_tt
		}
		if = {
			limit = {
				has_character = GER_walter_model
				GER_walter_model = {
					is_field_marshal = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			GER_walter_model = {
				promote_leader = yes
			}
			if = {
				limit = {
					GER_walter_model = {
						NOT = {
							has_trait = offensive_doctrine
						}
					}
				}
				GER_walter_model = {
					add_trait = {
						trait = offensive_doctrine
					}
				}
			}
			else_if = {
				limit = {
					GER_walter_model = {
						has_trait = defensive_doctrine
						NOT = {
							has_trait = unyielding_defender
						}
					}
				}
				GER_walter_model = {
					add_trait = {
						trait = unyielding_defender
					}
				}
			}
		} {
			limit = {
				has_character = GER_alfred_jodl
			}
			if = {
				limit = {
					GER_alfred_jodl = {
						NOT = {
							has_trait = politically_connected
						}
					}
				}
				GER_alfred_jodl = {
					add_trait = {
						trait = politically_connected
					}
				}
			}
		} {
			limit = {
				has_character = GER_hermann_hoth
			}
			if = {
				limit = {
					GER_hermann_hoth = {
						NOT = {
							has_trait = politically_connected
						}
					}
				}
				GER_hermann_hoth = {
					add_trait = {
						trait = politically_connected
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_strengthen_ascari_corps
Constructs: has_completed_focus, division_template, prerequisite, limit, completion_reward, is_core_of, unlock_decision_tooltip, has_template
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_strengthen_ascari_corps
	icon = GFX_focus_ITA_strengthen_ascari_corps
	prerequisite = {
		focus = ITA_regional_development
	}
	mutually_exclusive = {
		focus = ITA_polizia_dell_africa_italiana
	}
	x = 3
	y = 1
	relative_position_id = ITA_regional_development
	cost = 10
	available = {
		any_state = {
			OR = {
				is_core_of = LBA ERI SOM ETH
			}
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		unlock_decision_tooltip = ITA_reorganize_ascari
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_template = Cavalleria Coloniale
					}
				}
				division_template = {
					name = Cavalleria Coloniale
					division_names_group = ITA_CAV_03
					override_model = ITA_cavalry_alt_1_entity
					is_locked = yes
					regiments = {
						cavalry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						}
					}
					priority = 0
				}
			} {
				limit = {
					NOT = {
						has_template = Reggimento Meharista
					}
				}
				division_template = {
					name = Reggimento Meharista
					division_names_group = ITA_CAM_01
					override_model = ITA_camelry_alt_2_entity
					regiments = {
						camelry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						}
					}
				}
			}
		} {
			if = {
				limit = {
					any_controlled_state = {
						is_core_of = LBA
						is_fully_controlled_by = ROOT
					}
				}
				random_controlled_state = {
					limit = {
						is_core_of = LBA
						is_fully_controlled_by = ROOT
					}
					prioritize = {
						448
					}
					create_unit = {
						division = division_template = "Reggimento Meharista" start_experience_factor = 0.2 start_equipment_factor = 1.0
						owner = ROOT
						count = 2
					}
				}
			} {
				limit = {
					any_controlled_state = {
						is_core_of = ERI
						is_fully_controlled_by = ROOT
					}
				}
				random_controlled_state = {
					limit = {
						is_core_of = ERI
						is_fully_controlled_by = ROOT
					}
					prioritize = {
						550
					}
					create_unit = {
						division = division_template = "Reggimento Meharista" start_experience_factor = 0.1 start_equipment_factor = 1.0
						owner = ROOT
						count = 1
					}
				}

# ... (truncated)
### Entity: National Focus
Tree: raj_focus
Component: RAJ_hedgemony_of_the_subcontinent
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, check_variable, is_subject, is_owned_by
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_hedgemony_of_the_subcontinent
	icon = GFX_focus_spa_the_spanish_miracle
	x = 0
	y = 1
	relative_position_id = RAJ_eastern_pakistan
	prerequisite = {
		focus = RAJ_eastern_pakistan RAJ_united_bengal
	}
	cost = 10
	available = {
		if = {
			limit = {
				PAK = {
					exists = yes
				}
			}
			OR = {
				check_variable = {
					RAJ.num_of_factories = > pak_factories
					tooltip = pak_factories_tt
				} {
					RAJ.num_researched_technologies = > pak_researched_techs
					tooltip = pak_tech_tt
				}
			}
		}
		else = {
			is_subject = no
			hidden_trigger = {
				has_country_flag = {
					flag = RAJ_GOE_partition_has_happened
				}
			}
			custom_trigger_tooltip = {
				tooltip = RAJ_hedgemony_of_the_subcontinent_tt
				all_of_scopes = {
					array = RAJ.owned_states_at_game_start
					is_owned_by = ROOT
				}
			}
		}
	}
	ai_will_do = {
		factor = 20
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = idea_RAJ_hedgemony_of_the_subcontinent
	}
}
### Entity: Idea
Component: HUN_war_preparation
Constructs: planning_speed
Source: game
File: common/ideas/hungary.txt

Code:
HUN_war_preparation = {
	allowed = {
		original_tag = HUN
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_war_preparation
	modifier = {
		justify_war_goal_time = -0.5
		planning_speed = 0.2
		generate_wargoal_tension = -0.5
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_cottage_industries
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_autonomy_ratio
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_cottage_industries
	icon = GFX_focus_CHL_enlarge_the_textile_industries
	prerequisite = {
		focus = RAJ_tenancy_reforms
	}
	x = 1
	y = 2
	relative_position_id = RAJ_tenancy_reforms
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	} {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_autonomy_ratio = {
			value = 0.05
			localization = RAJ_cottage_industries
		}
		try_build_civ_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Idea
Component: GAM_communist_guy
Constructs: has_government
Source: game
File: common/ideas/gambia.txt

Code:
GAM_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = GAM
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: SUR_aco2
Source: game
File: common/ideas/suriname.txt

Code:
SUR_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = SUR
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: GERK_legacy_of_the_zollverein
Constructs: has_war, limit, add_opinion_modifier, completion_reward, is_subject, is_in_faction, has_global_flag, every_other_country
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus = {
	id = GERK_legacy_of_the_zollverein
	icon = GFX_goal_generic_major_diplo
	x = 6
	y = 0
	cost = 10
	available = {
		is_subject = no
		is_in_faction = no
		has_war = no
		NOT = {
			country_exists = GER
			has_global_flag = global_reunited_germany
		}
	}
	mutually_exclusive = {
		focus = GERK_move_towards_german_reunification
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 50
			tag = PRE
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					tag = PRE BAY WUR BAD ALS SAX HES HAN MEK SHL
				}
				is_in_faction = no
			}
			create_faction_from_template = {
				template = faction_template_generic
				name = GER_zollverein_faction
				icon = GFX_faction_logo_generic_5
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
			country_event = {
				id = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_american_computer_imports
Constructs: prerequisite, has_war_with, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_american_computer_imports
	icon = GFX_goal_generic_engineering
	prerequisite = {
		focus = PHI_additional_research_slot1
	}
	relative_position_id = PHI_additional_research_slot1
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	bypass = {
		has_war_with = USA
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
		add_tech_bonus = {
			name = PHI_american_computer_imports
			bonus = 1
			uses = 2
			category = computing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_medium_plane_focus
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_to_variable, has_dlc, add_mio_funds
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_medium_plane_focus
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = PRC_form_the_5th_research_institute PRC_strengthen_the_air_arsenal
	}
	mutually_exclusive = {
		focus = PRC_light_plane_focus PRC_large_plane_focus
	}
	x = 0
	y = 2
	relative_position_id = PRC_establish_domestic_aircraft_production
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_pla_air_force_modify_tt generic_skip_one_line_tt
		add_to_variable = {
			PRC_pla_air_force_air_cas_present_factor = 0.05
			tooltip = air_cas_present_factor_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:PRC_harbin_aircraft_industry_group_organization = {
				add_mio_funds = 500
			}
			mio:PRC_peoples_aviation_company_of_china_organization = {
				add_mio_funds = 500
			}
		}
	}
}
### Entity: Order of Battle
Component: North and South Americas Command
Source: game
File: history/units/ENG_1939_Naval_Legacy.txt

Code:
fleet = {
	name = North and South Americas Command
	naval_base = 2038
	task_force = {
		name = West Indies Command
		location = 13010
		ship = {
			name = HMS Berwick
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS York
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Orion
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		}
	} {
		name = South Atlantic Fleet
		location = 2038
		ship = {
			name = HMS Neptune
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		} {
			name = HMS Dauntless
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Danae
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Durban
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Despatch
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Hunter
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ENG
				}
			}
		} {
			name = HMS Hyperion
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = ENG
				}
			}
		}
	} {
		name = South America Squadron
		location = 12960
		ship = {
			name = HMS Exeter
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Cumberland
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Ajax
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = Emerald Class
				}
			}
		} {
			name = HMS Havock
			definition = destroyer
			equipme
# ... (truncated)
### Entity: National Focus
Tree: que_focus
Component: QUE_invade_canada
Constructs: prerequisite, has_government, completion_reward, is_subject, is_subject_of, create_wargoal, annex_everything, add_state_claim
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_invade_canada
	icon = GFX_focus_attack_canada
	prerequisite = {
		focus = QUE_our_own_way QUE_approach_berlin QUE_approach_rome
	}
	relative_position_id = QUE_our_own_way
	x = -3
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		NOT = {
			is_subject = yes
		}
		OR = {
			CAN = {
				NOT = {
					exists = no
					is_subject_of = QUE
				}
			}
		}
		has_government = fascism
	}
	bypass = {
		CAN = {
			OR = {
				exists = no
				is_subject_of = QUE
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = CAN
		}
		add_state_claim = 464 331 332 276 682 866 467 867 469 865 470 473 740 739 864 472 683
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}