Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_franco_soviet_treaty
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, has_global_flag, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_franco_soviet_treaty
	icon = GFX_focus_chi_mission_to_the_soviet_union
	x = 2
	y = 1
	prerequisite = {
		focus = FRA_france_leads
	}
	relative_position_id = FRA_france_leads
	cost = 10
	dynamic = yes
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		SOV = {
			exists = yes
			NOT = {
				has_government = fascism
			} {
				has_war_with = ROOT
			} {
				has_global_flag = sov_yes_pact
			}
			is_faction_leader = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			country_event = lar_franco_soviet_treaty.1
		}
		effect_tooltip = {
			SOV = {
				give_guarantee = ROOT
			}
			give_guarantee = SOV
		}
	}
}
### Entity: Idea
Component: POR_nation_in_arms
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/portugal.txt

Code:
POR_nation_in_arms = {
	picture = por_nation_in_arms
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		army_org_factor = -0.1
		training_time_factor = -0.1
	}
}
### Entity: Idea
Component: evans_deakin_co
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
evans_deakin_co = {
	picture = generic_naval_manufacturer_1
	allowed = {
		original_TAG = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	available = {
		has_completed_focus = AST_kangaroo_point_shipyards
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		evans_deakin_trait
	}
}
### Entity: Event
Component: wtt_news.44
Constructs: is_triggered_only, is_literally_china, is_subject_of, is_in_faction_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.44
	title = wtt_news.44.t
	desc = wtt_news.44.desc
	picture = GFX_news_event_japanese_army_parade
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.44.a
		trigger = {
			is_literally_china = yes
			OR = {
				is_subject_of = MAN
				is_in_faction_with = MAN
			}
		}
	} {
		name = wtt_news.44.b
		trigger = {
			original_tag = MAN
		}
	} {
		name = wtt_news.44.c
		trigger = {
			original_tag = JAP
		}
	} {
		name = wtt_news.44.d
		trigger = {
			NOT = {
				original_tag = MAN JAP
				is_literally_china = yes
			}
		}
	} {
		name = wtt_news.44.e
		trigger = {
			is_literally_china = yes
			NOT = {
				is_subject_of = MAN
				is_in_faction_with = MAN
			}
		}
	}
}
### Entity: Idea
Component: common/ideas/switzerland.txt
Constructs: has_completed_focus, army_defence_factor, stability_factor, has_war, political_power_gain, war_support_factor, has_government, has_war_with
Source: game
File: common/ideas/switzerland.txt

Code:
ideas = {
	

	country = {

		SWI_swiss_neutrality = {
			allowed = {
				tag = SWI 
			}

			cancel = {
				has_war = yes
			}
			
			removal_cost = -1 
			picture = SWI_swiss_neutrality 

			modifier = { 
				#generate_wargoal_tension = 1.00
				join_faction_tension = 1.00
				#lend_lease_tension = 0.50
				send_volunteers_tension = 0.20
				guarantee_tension = 1.0
				embargo_threshold_factor = 2.5
				ai_badass_factor = 0.01    # Will receive 1% of the threat from others
				ai_get_ally_desire_factor = -150
				army_chief_cost_factor = 2 
				democratic_drift = 0.01
				opinion_gain_monthly_factor = -0.2
				enemy_justify_war_goal_time = 2.5
			}
		}

	###############################################################
	################            FOCUS TREE         ################ 
	###############################################################

		SWI_rearmaming_idea = {
			allowed = { original_tag = SWI }
			removal_cost = -1
			picture = generic_war_preparation
				
			modifier = { #This should always be the combined modifiers from Increased Defense Budget anf War Bonds
				production_speed_arms_factory_factor = 0.1
				production_speed_industrial_complex_factor = 0.15
				consumer_goods_factor = -0.15
			}
		}

		SWI_rearming_idea_2 = {
			name = SWI_rearmaming_idea
			allowed = { original_tag = SWI }
			removal_cost = -1 
			picture = generic_war_preparation

			modifier = { #This should always be the combined modifiers from Increased Defense Budget anf War Bonds
				production_speed_arms_factory_factor = 0.25
				consumer_goods_factor = -0.25
				conversion_cost_civ_to_mil_factor = -0.25
			}
		}

		SWI_rearmed_idea_industrial = {
			name = SWI_rearmed_idea_industrial
			allowed = { original_tag = SWI }
			removal_cost = -1 
			picture = generic_war_preparation
			
			modifier = { #This should always be the combined modifiers from Increased Defense Budget anf War Bonds
				production_speed_arms_factory_factor = 0.25
				consumer_goods_factor = -0.25
				conversion_cost_civ_to_mil_factor = -0.25
				production_factory_max_efficiency_factor = 0.15
				production_lack_of_resource_penalty_factor = -0.25
			}
		}

		SWI_increased_defense_budget = {
			allowed = { always = no }
			removal_cost = -1
			picture =  MEX_politicised_army_2

			modifier = { #REMEMBER TO UPDATE REARMING 
				production_speed_arms_factory_factor = 0.1
				production_speed_industria
# ... (truncated)
### Entity: Decision
Component: operations
Constructs: has_completed_focus, has_war, limit, random_country, has_war_with, add_war_support, has_country_flag, fire_only_once
Source: game
File: common/decisions/POL_Border_Conflicts.txt

Code:
operations = {
	POL_Border_War_For_Silesia = {
		icon = border_war
		allowed = {
			original_tag = POL
		}
		available = {
			GER = {
				has_civil_war = yes
			}
			NOT = {
				has_war_with = GER
			} {
				is_in_faction_with = GER
			}
			87 = {
				controller = {
					original_tag = POL
				}
			}
			67 = {
				controller = {
					original_tag = GER
					has_army_manpower = {
						size = < 300001
					}
				}
			}
		}
		visible = {
			OR = {
				has_completed_focus = POL_Polish_Revanchism POL_The_Endecja_Movement
			}
			GER = {
				has_civil_war = yes
			}
			is_subject = no
			87 = {
				controller = {
					original_tag = POL
				}
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				OR = {
					state = 87 67
				}
			}
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 600
			modifier = {
				factor = 0
				OR = {
					has_war_with = SOV CZE HUN ROM
				}
			}
		}
		cost = 15
		days_remove = 30
		war_with_on_remove = D01
		complete_effect = {
			87 = {
				save_event_target_as = POL_GER_attacker_silesia
				set_state_flag = border_incident_active
			}
			67 = {
				save_event_target_as = POL_GER_defender_silesia
				set_state_flag = border_incident_active
			} {
				controller = {
					set_country_flag = POL_Border_War_For_Silesia
					country_event = {
						id = poland_border_conflict.1
						days = 1
					}
					activate_targeted_decision = {
						target = POL
						decision = POL_border_conflict_warning_GER
					}
				}
			}
			hidden_effect = {
				if = {
					limit = {
						NOT = {
							has_global_flag = POL_Is_Intervening_in_German_Civil_War
						}
					}
					GER = {
						news_event = {
							id = poland.164
						}
					}
				}
			}
			set_global_flag = POL_Is_Intervening_in_German_Civil_War
		}
		remove_effect = {
			random_country = {
				limit = {
					original_tag = GER
					has_country_flag = POL_Border_War_For_Silesia
				}
				POL = {
					activate_targeted_decision = {
						target = PREV
						decision = POL_border_incident_forgotten
					} {
						target = PREV
						decision = POL_escalate_incident_to_border_conflict_GER
					}
				}
			}
		}
	}
	POL_border_conflict_warning_GER = {
		icon = border_war
		allowed = {
			always = no
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		war_with_target_on_timeout = yes
		ai_will_do = {
			base = 0
		}
		days_mission_timeout = 30
		fire_only_onc
# ... (truncated)
### Entity: Character
Component: NKR_kang_geon
Source: game
File: common/characters/NKR.txt

Code:
NKR_kang_geon = {
	name = Kang Geon
	portraits = {
		army = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_2.dds
			small = gfx/interface/ideas/idea_generic_army_asia_1.dds
		}
	}
	advisor = {
		slot = army_chief
		idea_token = kang_geon
		allowed = {
			original_tag = NKR
		}
		traits = {
			army_chief_offensive_3
		}
		ai_will_do = {
			factor = 1
		}
	}
	corps_commander = {
		traits = {
			guerilla_fighter harsh_leader
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_extend_compulsory_education
Constructs: prerequisite, completion_reward, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_extend_compulsory_education
	icon = GFX_focus_generic_education
	prerequisite = {
		focus = CHI_promote_the_national_currency
	}
	x = 5
	y = 1
	relative_position_id = CHI_promote_the_national_currency
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.25
			uses = 1
			category = electronics
			ahead_reduction = 1
			name = CHI_extend_compulsory_education
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_neglected_countryside_tt generic_skip_one_line_tt CHI_extend_compulsory_education_tt
		add_to_variable = {
			CHI_neglected_countryside_communism_drift = -0.01
			tooltip = communism_drift_tt
		} {
			CHI_neglected_countryside_research_speed_factor = 0.04
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_wants_to_build_surface_ships
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_wants_to_build_surface_ships = {
	OR = {
		EAI_CV_navy_production = yes
		EAI_BB_navy_production = yes
		EAI_BC_navy_production = yes
		EAI_CA_navy_production = yes
		EAI_DD_navy_production = yes
		EAI_CL_navy_production = yes
	}
}
### Entity: Scripted Effect
Component: PRC_decrease_asian_democratic_union_modfier_strength
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_decrease_asian_democratic_union_modfier_strength = {
	subtract_from_variable = {
		PRC_asian_democratic_union_num_of_members = 1
	}
	if = {
		limit = {
			check_variable = {
				var = PRC_asian_democratic_union_num_of_members
				value = 1
				compare = greater_than
			}
		}
		subtract_from_variable = {
			PRC_asian_democratic_union_modifier_research_speed_factor = 0.01
		}
		add_to_variable = {
			PRC_asian_democratic_union_modifier_consumer_goods_factor = 0.02
		}
	}
}
### Entity: Character
Component: KHM_chun_minsheng
Source: game
File: common/characters/KHM.txt

Code:
KHM_chun_minsheng = {
	name = Chun Minsheng
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		slot = air_chief
		idea_token = KHM_chun_minsheng
		allowed = {
			original_tag = KHM
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: MAN_kwantung_marches_south
Constructs: war_support_factor, has_war_with, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_kwantung_marches_south = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	cancel = {
		NOT = {
			has_war_with = CUG
		}
	}
	picture = warrior_traditions_idea
	modifier = {
		war_support_factor = 0.05
		political_power_factor = 0.05
	}
	targeted_modifier = {
		tag = CUG
		attack_bonus_against_cores = 0.05
	}
}
### Entity: Character
Component: ALB_fiqri_dine
Source: game
File: common/characters/ALB.txt

Code:
ALB_fiqri_dine = {
	advisor = {
		slot = political_advisor
		idea_token = ALB_fiqri_dine
		allowed = {
			original_tag = ALB
		}
		traits = {
			war_industrialist
		}
	}
	name = ALB_fiqri_dine
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_3
		}
	}
}
### Entity: Modifier Reference
Component: CHI_new_life_movement
Constructs: research_speed_factor, stability_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_new_life_movement = {
	icon = GFX_idea_CHI_new_life_movement
	consumer_goods_factor = CHI_new_life_movement_consumer_goods_factor
	stability_factor = CHI_new_life_movement_stability_factor
	research_speed_factor = CHI_new_life_movement_research_speed_factor
	surrender_limit = CHI_new_life_movement_surrender_limit
	training_time_factor = CHI_new_life_movement_training_time_factor
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_heavy_fighter_concept
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_heavy_fighter_concept
	icon = GFX_goal_generic_air_heavy_fighter2_new
	prerequisite = {
		focus = PHI_air_innovations PHI_fighter_modernisation
	}
	relative_position_id = PHI_air_innovations
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = POL_heavy_fighter_concept
				bonus = 1
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = P-38 Lightning
				type = medium_plane_fighter_airframe_1
				parent_version = 0
				modules = {
					fixed_main_weapon_slot = heavy_mg_4x
					fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
					engine_type_slot = engine_2_2x
					special_type_slot_1 = empty
				}
				icon = GFX_USA_heavy_fighter1_medium
			}
		}
		else = {
			add_tech_bonus = {
				name = POL_heavy_fighter_concept
				bonus = 1
				uses = 1
				category = cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: POL_Soviet_Infiltration
Constructs: has_government, is_subject_of, removal_cost, communism_drift
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Soviet_Infiltration = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	available = {
		is_subject_of = SOV
		OVERLORD = {
			has_government = communism
		}
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: Scripted Trigger
Component: PHI_central_focuses_done_T2_4
Constructs: check_variable
Source: game
File: common/scripted_triggers/PHI_scripted_triggers.txt

Code:
PHI_central_focuses_done_T2_4 = {
	custom_trigger_tooltip = {
		tooltip = PHI_central_focuses_done_5_tt
		check_variable = {
			PHI_amount_of_focuses_done_T2 = > 4
		}
	}
}
### Entity: Character
Component: SWI_adolf_furrer
Constructs: limit, has_character_flag
Source: game
File: common/characters/SWI.txt

Code:
SWI_adolf_furrer = {
	advisor = {
		slot = high_command
		idea_token = SWI_adolf_furrer
		ledger = army
		allowed = {
			SWI_bba = yes
		}
		visible = {

		}
		available = {

		}
		traits = {
			army_infantry_1
		}
		cost = 100
		ai_will_do = {
			base = 200
		}
	} {
		slot = political_advisor
		idea_token = SWI_adolf_furrer
		allowed = {
			SWI_bba = yes
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_weapons_designer
		}
		on_add = {
			SWI_on_add_councilors = yes
			if = {
				limit = {
					NOT = {
						has_character_flag = SWI_former_confederation_president
					}
				}
				custom_effect_tooltip = SWI_research_slot_tooltip
			}
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
		}
	}
	name = SWI_adolf_furrer
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_adolf_furrer_small
			large = GFX_portrait_SWI_adolf_furrer
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_capital_sur_d_audessusd
Constructs: is_capital
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_capital_sur_d_audessusd = {
	is_capital = yes
	OR = {
		state = 145 536 650
	}
}
### Entity: AI Strategy
Component: AFG_empire_plan
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/AFG_alternate_strategy_plan.txt

Code:
AFG_empire_plan = {
	name = Afghanistan Empire Plan
	desc = 
	allowed = {
		original_tag = AFG
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = AFG_AI_RANDOM_EMPIRE
			has_game_rule = {
				rule = AFG_AI_BEHAVIOR
				option = EMPIRE
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		AFG_crown_the_bukharan_emir AFG_restore_herat SSB_expand_afghanistans_military_infrastructure AFG_expand_telegraph_network AFG_against_kabul AFG_remember_the_khost_rebellion AFG_stir_unrest_in_the_east AFG_invite_waziristan_rebels AFG_request_japanese_support AFG_contact_rural_loyalists AFG_request_german_support AFG_hold_a_loya_jirga AFG_the_faqirs_revolt AFG_adopt_nufus AFG_new_army AFG_expand_academy AFG_expand_the_madrasas AFG_promote_muslim_work_ethic AFG_rehabilitate_the_saqqawists AFG_ulugh_beg_academy AFG_fruit_packing AFG_sugar_processing AFG_expand_karakul_lambskin_industry AFG_ministry_of_supply AFG_implement_currency_controls AFG_spinzar_cotton_factory AFG_prepare_the_war_industries AFG_revive_the_workshop_of_the_world AFG_hone_the_shamshir AFG_proclaim_the_second_afghan_empire AFG_integrate_the_basmachi_movement AFG_reorganize_the_royal_guard AFG_reintroduce_war_elephants AFG_utilize_cameleers AFG_establish_camelry_regiments AFG_foreign_military_advisors AFG_expand_standing_army AFG_infrastructure_construction AFG_electrification AFG_connect_the_cities AFG_extend_a_hand_to_tokyo AFG_mountain_training AFG_mountain_training_2 AFG_the_echoes_of_panipat AFG_ally_the_brahui_khanate AFG_the_amu_darya_plan
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: KMT_eng_investment
Constructs: limit, has_government, has_war_with, removal_cost, is_subject, has_civil_war, has_capitulated, is_embargoing
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_eng_investment = {
	removal_cost = -1
	allowed = {
		always = no
	}
	available = {
		IF = {
			limit = {
				has_government = communism
			}
			ENG = {
				NOT = {
					has_government = fascism
				}
			}
		}
		ENG = {
			exists = yes
			is_subject = no
			has_civil_war = no
			has_capitulated = no
		}
		NOT = {
			has_war_with = ENG
		} {
			is_embargoing = ENG
		} {
			USA = {
				is_embargoing = CHI
			}
		}
	}
	on_remove = {
		set_variable = {
			KMT_eco_eng = 0
		}
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = ENG
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Event
Component: sweden_auth.23
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_auth.23
	title = sweden_auth.23.t
	desc = sweden_auth.23.d
	picture = GFX_report_event_christian_sitting
	is_triggered_only = yes
	option = {
		name = sweden_auth.23.a
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_take_albania
Constructs: prerequisite, has_war_with, completion_reward, has_idea, is_fully_controlled_by, is_subject, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_take_albania
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = AUS_reclaiming_yugoslavian_territories
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = AUS_reclaiming_yugoslavian_territories
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
			has_war_with = ALB
			934 = {
				is_fully_controlled_by = ROOT
			}
			44 = {
				is_fully_controlled_by = ROOT
			}
			805 = {
				is_fully_controlled_by = ROOT
			}
		}
		is_subject = no
		ALB = {
			exists = yes
			is_subject = no
		}
	}
	bypass = {
		OR = {
			AND = {
				934 = {
					OR = {
						is_fully_controlled_by = ROOT
						any_country = {
							is_in_faction_with = ROOT
							controls_state = 934
						}
						OWNER = {
							has_war_with = ROOT
						}
					}
				}
				44 = {
					OR = {
						is_fully_controlled_by = ROOT
						any_country = {
							is_in_faction_with = ROOT
							controls_state = 44
						}
						OWNER = {
							has_war_with = ROOT
						}
					}
				}
				805 = {
					OR = {
						is_fully_controlled_by = ROOT
						any_country = {
							is_in_faction_with = ROOT
							controls_state = 805
						}
						OWNER = {
							has_war_with = ROOT
						}
					}
				}
			}
			ALB = {
				OR = {
					is_subject_of = AUS
					exists = no
					is_in_faction_with = ROOT
				}
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		ALB = {
			capital_scope = {
				add_to_array = {
					array = AUS.expansion_targets
					value = THIS
				}
			}
		}
		custom_effect_tooltip = AUS_bring_hungary_back_into_the_fold_tt target_alb_tt
	}
}
### Entity: Event
Component: pakistan.1
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/pakistan.txt

Code:
country_event = {
	id = pakistan.1
	title = Infrastructure in Bangladesh has been improved
	desc = The Bengali People are thankful that their lackluster infrastructure has been given attention to by the central government. This will definitely increase the living standard in the impoverished region.
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	immediate = {
		PAK = {
			print_variables = {
				file = pak_log
				text = header_text
				append = yes
				print_global = no
			}
		}
		430 = {
			print_variables = {
				file = pak_log
				text = header_text
				append = yes
				print_global = no
			}
		}
	}
	option = {
		name = We serve all our citizens
		custom_effect_tooltip = substract5ban
		add_to_variable = {
			var = bangladesh_freedom
			value = -5
		}
	}
}