Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_imperial_influence_events.210
Constructs: is_triggered_only, set_variable, add_to_variable
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.210
	title = SEA_imperial_influence_events.210.t
	desc = SEA_imperial_influence_events.210.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_naval_faction_demands_dockyards
		set_variable = {
			JAP_desired_naval_factories = num_of_naval_factories
		}
		add_to_variable = {
			JAP_desired_naval_factories = 4
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_revisit_the_thirteen_demands
Constructs: has_completed_focus, prerequisite, limit, has_war_with, add_war_support, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_revisit_the_thirteen_demands
	icon = GFX_focus_generic_treaty
	x = -13
	y = 1
	relative_position_id = JAP_sea_purge_the_kodoha_faction
	offset = {
		x = -34
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors
			}
		}
	}
	prerequisite = {
		focus = JAP_sea_purge_the_kodoha_faction JAP_revere_the_emperor_destroy_the_traitors
	}
	cost = 3
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_army_faction_is_not_subdued = yes
	}
	bypass = {
		OR = {
			has_war_with = CHI
			has_subject = CHI
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_political_power = 25
		IF = {
			limit = {
				CHI = {
					exists = yes
				}
			}
			CHI = {
				add_opinion_modifier = {
					target = ROOT
					modifier = JAP_revisited_21_demands_neg_op_mod
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_jachymov_uranium_mine
Constructs: prerequisite, limit, completion_reward, has_tech, add_to_variable, add_tech_bonus, add_breakthrough_progress, has_character
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_jachymov_uranium_mine
	icon = GFX_focus_generic_uranium_extraction
	prerequisite = {
		focus = CZE_invest_in_vhht
	}
	relative_position_id = CZE_invest_in_vhht
	x = 0
	y = 1
	cost = 10
	available = {
		has_tech = excavation2
		controls_state = 69
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_facility_factor = 0.05
			tooltip = production_speed_facility_factor_tt
		}
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = CZE_jachymov_uranium_mine
				bonus = 0.35
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
		if = {
			limit = {
				has_character = CZE_georg_placzek
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_georg_placzek = {
				add_scientist_xp = {
					experience = 500
					specialization = specialization_nuclear
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: NORDIC_alliance_created_already
Constructs: has_global_flag
Source: game
File: common/scripted_triggers/NORDIC_scripted_triggers.txt

Code:
NORDIC_alliance_created_already = {
	custom_trigger_tooltip = {
		tooltip = NORDIC_alliance_created_already_TT
		OR = {
			has_global_flag = NORDIC_democratic_alliance_formed NORDIC_communist_alliance_formed NORDIC_monarchist_alliance_formed
		}
	}
}
### Entity: Character
Component: TRA_aco2
Source: game
File: common/characters/TRA.txt

Code:
TRA_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = TRA_aco2
		allowed = {
			original_tag = TRA
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: AI Strategy
Component: generic_coast_defense
Source: game
File: common/ai_navy/goals/goals_generic.txt

Code:
generic_coast_defense = {
	objective_type = coast_defense
	blocked_for = {
		ENG FRA GER ITA JAP SOV USA
	}
	min_priority = 1
	max_priority = 16
}
### Entity: National Focus
Tree: mon_focus
Component: MON_return_of_prodigal_son
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward, add_command_power
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_return_of_prodigal_son
	icon = GFX_focus_SOV_breadbasket_of_the_union
	prerequisite = {
		focus = MON_assists_deviants_struggle
	}
	x = -1
	y = 1
	relative_position_id = MON_assists_deviants_struggle
	cost = 5
	available = {
		has_country_flag = MON_exploited_nkvd
		has_completed_focus = MON_infiltrate_the_railway_system
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_command_power = 30
		custom_effect_tooltip = MON_allows_to_derail_the_valuable_train
		MON_mongol_bank_funds_decrease = yes
	}
}
### Entity: Military Industrial Organization
Component: FRA_fcm_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/FRA_organization.txt

Code:
FRA_fcm_organization = {
	include = generic_escort_ship_organization
	icon = GFX_idea_fcm
	allowed = {
		tag = FRA
		has_dlc = Arms Against Tyranny
	}
}
### Entity: Character
Component: industry_magnate
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
industry_magnate = {
	random = no
	sprite = 10
	production_speed_industrial_complex_factor = 0.1
	industrial_capacity_factory = 0.1
	industrial_capacity_dockyard = 0.1
}
### Entity: National Focus
Component: wuw_HUN_reinstate_the_navy
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_coastal, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_reinstate_the_navy
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = wuw_HUN_secret_rearmament
	}
	x = 16
	y = 1
	relative_position_id = wuw_HUN_secret_rearmament
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
		wuw_HUN_does_not_have_trianon = yes
		NOT = {
			has_idea = HUN_promises_of_peace
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 15
		add_ideas = HUN_naval_warfare
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = HUN_obudai_hajogyar_organization
			mio:HUN_obudai_hajogyar_organization = {
				add_mio_size = 3
			}
		} {
			limit = {
				NOT = {
					OR = {
						has_government = communism fascism
					}
				}
			}
			custom_effect_tooltip = available_chief_of_navy
			show_ideas_tooltip = HUN_miklos_horthy
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = HUN_obudai_hajogyar
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_free_abyssinia
Constructs: division_template, add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, is_ally_with, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_free_abyssinia
	icon = GFX_focus_generic_naval_invasion_tank
	prerequisite = {
		focus = RAJ_hill_training
	}
	x = 1
	y = 1
	relative_position_id = RAJ_hill_training
	cost = 10
	available = {
		has_tech = marines
		992 = {
			controller = {
				is_ally_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_modify_south_east_asia_command_dm_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			RAJ_south_east_asia_command_dm_extra_marine_supply_grace = 48
			tooltip = extra_marine_supply_grace_tt
		} {
			RAJ_south_east_asia_command_dm_shore_bombardment_bonus = 0.2
			tooltip = shore_bombardment_bonus_tt
		} {
			RAJ_south_east_asia_command_dm_modifier_army_sub_unit_marine_attack_factor = 0.1
			tooltip = modifier_army_sub_unit_marine_attack_factor_tt
		} {
			RAJ_south_east_asia_command_dm_special_forces_cap = 0.1
			tooltip = special_forces_cap_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = RAJ_free_abyssinia
				cost_reduction = 0.25
				uses = 2
				category = special_forces_doctrine
			}
			custom_effect_tooltip = marine_subdoctrines_default_add_mastery_bonus_effect_tooltip
			hidden_effect = {
				add_mastery_bonus = {
					name = RAJ_free_abyssinia
					bonus = 0.1
					days = 240
					sub_doctrine = marines_1
				} {
					name = RAJ_free_abyssinia
					bonus = 0.1
					days = 240
					sub_doctrine = marines_2
				}
			}
		}
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
			producer = ROOT
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_template = Marines
					}
				}
				load_oob = unlock_marines
			}
		}
		division_template = {
			name = Royal Marines
			regiments = {
				marine = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
				recon = {
					x = 0
					y = 1
				}
				artillery = {
					x = 0
					y = 2
				}
			}
		}
		992 = {
			create_unit = {
				division = division_template = "Royal Marines" start_experience_factor = 0.7 start_equipment_factor = 1.0
				owner = ROOT
				count = 3
			}
# ... (truncated)
### Entity: Idea
Component: COG_nccr
Source: game
File: common/ideas/congo.txt

Code:
COG_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = COG
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_18/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: is_female
Source: game
File: common/scripted_localisation/00_scripted_localisation_RU_loc.txt

Code:
defined_text = {
	name = GetImEy_RUCap
	text = {
		trigger = {
			NOT = {
				is_female = yes
			}
		}
		localization_key = RULOC_ImCap
	} {
		trigger = {
			is_female = yes
		}
		localization_key = RULOC_EyCap
	}
}
### Entity: Decision
Component: foreign_influence
Constructs: has_completed_focus, has_war, limit, has_government, is_puppet_of, has_political_power, complete_effect, add_timed_idea
Source: game
File: common/decisions/foreign_influence.txt

Code:
foreign_influence = {
	nation_building = {
		icon = eng_propaganda_campaigns
		days_remove = 120
		available = {
			FROM = {
				is_puppet_of = ROOT
			} {
				democratic = < 0.9
			}
			OR = {
				political_power_daily = > 0.5
				has_political_power = > 60
			}
		}
		visible = {
			has_government = democratic
			FROM = {
				is_puppet_of = ROOT
				democratic = < 0.99
			}
		}
		target_array = subjects
		target_trigger = {
			FROM = {
				is_puppet_of = ROOT
			}
		}
		complete_effect = {
			FROM = {
				add_timed_idea = {
					idea = nation_building
					days = 120
				}
			}
		}
		modifier = {
			political_power_cost = 0.5
		}
		ai_will_do = {
			base = 0
		}
	}
	socialist_education = {
		icon = eng_propaganda_campaigns
		days_remove = 120
		available = {
			FROM = {
				is_puppet_of = ROOT
			} {
				communism = < 0.9
			}
			OR = {
				political_power_daily = > 0.5
				has_political_power = > 60
			}
		}
		visible = {
			has_government = communism
			NOT = {
				AND = {
					tag = ENG
					has_completed_focus = ENG_concessions_to_the_trade_unions
					FROM = {
						OR = {
							tag = CAN SAF RAJ AST NZL
						}
						has_government = communism
					}
				}
			}
			FROM = {
				is_puppet_of = ROOT
				communism = < 0.99
			}
		}
		target_array = subjects
		target_trigger = {
			FROM = {
				is_puppet_of = ROOT
			}
		}
		complete_effect = {
			FROM = {
				add_timed_idea = {
					idea = socialist_education
					days = 120
				}
			}
		}
		modifier = {
			political_power_cost = 0.5
		}
		ai_will_do = {
			base = 0
		}
	}
	paramilitary_training = {
		icon = eng_propaganda_campaigns
		days_remove = 120
		available = {
			FROM = {
				is_puppet_of = ROOT
			} {
				fascism = < 0.9
			}
			OR = {
				political_power_daily = > 0.5
				has_political_power = > 60
			}
		}
		visible = {
			has_government = fascism
			NOT = {
				AND = {
					tag = ENG
					has_completed_focus = ENG_organize_the_blackshirts
					FROM = {
						OR = {
							tag = CAN SAF RAJ AST NZL
						}
						has_government = fascism
					}
				}
			}
			FROM = {
				is_puppet_of = ROOT
				fascism = < 0.99
			}
		}
		target_array = subjects
		target_trigger = {
			FROM = {
				is_puppet_of = ROOT
			}
		}
		complete_effect = {
			FROM = {
				add_timed_idea = {
					idea = paramilitary_training
					days = 120
				}
			}
		}
		modifier = {
			political_power_cost = 0.5
		}
		ai_will_do = {
# ... (truncated)
### Entity: Idea
Component: KMT_into_fascism
Constructs: war_support_factor, has_government, removal_cost, is_subject, is_puppet, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_into_fascism = {
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism
				AND = {
					NOT = {
						has_government = fascism
					}
					any_country = {
						original_tag = CHI
						has_government = fascism
					}
				}
			}
		}
	}
	modifier = {
		fascism_drift = 0.1
		war_support_factor = 0.1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1936_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Leander Class
		}
		name = HMS Apollo
		requested_factories = 1
		progress = 0.95
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Leander Class
		}
		name = HMS Amphion
		requested_factories = 1
		progress = 0.5
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Leander Class
		}
		name = HMS Penelope
		requested_factories = 1
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Leander Class
		}
		name = HMS Aurora
		requested_factories = 1
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Town Class
		}
		requested_factories = 1
		progress = 0.5
		amount = 2
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Town Class
		}
		requested_factories = 1
		progress = 0.5
		amount = 2
		industrial_manufacturer = mio:ENG_harland_wolff_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Town Class
		}
		requested_factories = 1
		progress = 0.25
		amount = 1
		industrial_manufacturer = mio:ENG_harland_wolff_organization
	} {
		equipment = {
			type = ship_hull_submarine_1
			creator = ENG
			version_name = S Class
		}
		name = HMS Seawolf
		requested_factories = 1
		progress = 0.5
		amount = 1
		industrial_manufacturer = mio:ENG_john_brown_organization
	} {
		equipment = {
			type = ship_hull_submarine_1
			creator = ENG
			version_name = S Class
		}
		name = HMS Sunfish
		requested_factories = 1
		progress = 0
		amount = 1
		industrial_manufacturer = mio:ENG_john_brown_organization
	} {
		equipment = {
			type = ship_hull_submarine_1
			creator = ENG
			version_name = S Class
		}
		name = HMS Spearfish
		requested_factories = 1
		progress = 0
		amount = 1
		industrial_manufacturer = mio:ENG_john_brown_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = ENG
			ve
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ARubber.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: National Focus
Tree: chi_focus
Component: CHI_expand_national_sun_yat_sen_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_expand_national_sun_yat_sen_university
	icon = GFX_focus_PRC_reestablish_moscow_sun_yat_sen_university
	prerequisite = {
		focus = CHI_found_a_modern_fertiliser_plant CHI_import_fertilisers
	} {
		focus = CHI_central_steel_and_machine_works
	} {
		focus = CHI_tungsten_and_antimony_extraction
	}
	x = 1
	y = 2
	relative_position_id = CHI_found_a_modern_fertiliser_plant
	cost = 10
	available = {
		num_of_factories = > 74
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Faction
Component: faction_manifest_strength_in_unity
Constructs: is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_strength_in_unity = {
	name = strength_in_unity_goal_name
	description = strength_in_unity_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount = 20
		completed_amount_collection = {
			input = game:scope
			operators = {
				faction_members
			}
			name = COLLECTION_FACTION_MEMBERS
		}
		scale = {
			trade_opinion_factor = 0.2
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					political_power_factor = 0.1
				}
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.35
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.35
	title = CHL_political_events.35.t
	desc = CHL_political_events.35.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.35.a
		ai_chance = {
			base = 80
		}
		FROM = {
			country_event = {
				id = CHL_political_events.36
				days = 2
				random_days = 3
			}
		}
	} {
		name = CHL_political_events.35.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = CHL_political_events.37
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_avoid_far_east_at_all_cost
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_avoid_far_east_at_all_cost = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		OR = {
			AND = {
				is_in_faction_with = CHI
				has_war_with = SOV
			} {
				is_in_faction_with = JAP
				has_war_with = SOV
			}
		}
		has_war_with = SOV
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = east_russia
		value = -500
	} {
		type = dont_defend_ally_borders
		id = CHI
		value = 100
	} {
		type = dont_defend_ally_borders
		id = JAP
		value = 100
	} {
		type = dont_defend_ally_borders
		id = MAN
		value = 100
	} {
		type = dont_defend_ally_borders
		id = MEN
		value = 100
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdish_democratic
Constructs: prerequisite, add_stability, completion_reward, add_political_power, is_core_of, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_kurdish_democratic
	icon = GFX_focus_IRQ_kurdish_democratic
	prerequisite = {
		focus = IRQ_promote_kurdish_culture
	}
	x = -1
	y = 1
	relative_position_id = IRQ_promote_kurdish_culture
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		any_owned_state = {
			is_core_of = KUR
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_stability = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt COG_when_the_war_for_independence_starts_tt
		effect_tooltip = {
			add_political_power = 150
			add_stability = 0.1
		}
	}
}