Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: HUN_erno_gero
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_erno_gero = {
	name = HUN_erno_gero
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_erno_gero_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_erno_gero
		allowed = {
			original_tag = HUN
			has_dlc = La Resistance
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = wuw_HUN_restore_the_socialist_federative_republic wuw_HUN_establish_the_second_republic wuw_HUN_continue_the_regency wuw_HUN_end_the_regency
				}
			}
		}
		available = {
			has_government = communism
			has_completed_focus = wuw_HUN_join_the_comintern
		}
		traits = {
			HUN_stalinist_agent
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Idea
Component: GRE_memories_of_the_anatolian_catastrophe
Constructs: war_support_factor, has_defensive_war, removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_memories_of_the_anatolian_catastrophe = {
	allowed = {
		original_tag = GRE
		NOT = {
			has_defensive_war = yes
		}
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_martyrs_of_the_anatolian_catastrophe
	removal_cost = -1
	modifier = {
		conscription_factor = -0.15
		war_support_factor = -0.15
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_establish_airforce
Constructs: limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_establish_airforce
	icon = GFX_focus_PER_establish_airforce
	x = 51
	y = 0
	relative_position_id = PER_modernizing_iran
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 25
		custom_effect_tooltip = CHL_skip_one_line_tt
		random_core_state = {
			limit = {
				air_base = < 5
				is_owned_and_controlled_by = ROOT
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_64
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_64 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 64
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 64
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reclaim_bohemia
Constructs: prerequisite, owns_state, completion_reward, is_ally_with, has_army_manpower, is_subject, add_state_claim, create_wargoal
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_reclaim_bohemia
	icon = GFX_goal_generic_attack_czech
	relative_position_id = AUS_what_was_taken
	x = 2
	y = 2
	mutually_exclusive = {
		focus = AUS_arm_sudeten_germans
	}
	prerequisite = {
		focus = AUS_what_was_taken
	}
	bypass = {
		OR = {
			owns_state = 9
			is_ally_with = 9
			 = .owner
		}
	}
	cost = 5
	will_lead_to_war_with = CZE
	available = {
		has_army_manpower = {
			size = > 124999
		}
		is_subject = no
	}
	completion_reward = {
		add_state_claim = 69 1078
		create_wargoal = {
			target = 9
			 = .owner
			type = take_claimed_state
			generator = {
				69 1078
			}
		}
	}
}
### Entity: State History
Component: 389
Constructs: add_core_of
Source: game
File: history/states/389-North Dakota.txt

Code:
state = {
	id = 389
	name = STATE_389
	manpower = 680844
	state_category = rural
	resources = {
		steel = 17
		oil = 7
		coal = 12
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = USA
		victory_points = {
			1836 1
		}
	}
	provinces = {
		1752 1836 1870 3719 4759 4772 6722 7877 10685 10709 12566 12685
	}
	local_supplies = 9.0
}
### Entity: Country History
Country: ANG
Component: ANG_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project, set_politics, set_popularities
Source: game
File: history/countries/ANG - Angola.txt

Code:
# Misc for ANG
capital = 540
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = neutrality
		last_election = 1936.1.1
		election_frequency = 48
		elections_allowed = no
	}
	set_popularities = {
		neutrality = 100
	}
}
### Entity: Decision
Component: GER_mefo_bills_category
Constructs: limit, has_country_flag, fire_only_once, has_political_power, is_good, cancel_trigger, has_dynamic_modifier, has_idea
Source: game
File: common/decisions/GER.txt

Code:
GER_mefo_bills_category = {
	GER_mefo_bills_mission = {
		allowed = {
			always = no
		}
		icon = ger_mefo_bills
		available = {
			has_political_power = > 0
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 180
		is_good = yes
		fire_only_once = yes
		cancel_trigger = {
			hidden_trigger = {
				OR = {
					NOT = {
						has_dynamic_modifier = {
							modifier = GER_mefo_bills_modifier
						}
					}
					has_idea = GER_mefo_bills_ended
				}
			}
		}
		days_remove = GER_extend_mefo_bills_days?0
		remove_effect = {

		}
		complete_effect = {

		}
		timeout_effect = {
			if = {
				limit = {
					has_country_flag = ger_has_cancelled_mefo
				}
				GER_pay_back_mefo_bills = yes
			}
			else = {
				custom_effect_tooltip = GER_mefo_bills_mission_tt GER_mefo_bills_effect_in_days
				hidden_effect = {
					set_variable = {
						GER_extend_mefo_bills_days = days_mission_timeout@GER_mefo_bills_mission
					}
					set_country_flag = paid_for_mefo
				} {
					activate_mission = GER_mefo_bills_mission
				}
				if = {
					limit = {
						check_variable = {
							var = GER_mefo_bill_counter
							value = 15
							compare = less_than
						}
					}
					hidden_effect = {
						set_variable = {
							var = GER_mefo_bill_counter
							value = 10
						}
					}
				}
				add_to_variable = {
					var = GER_mefo_bill_counter
					value = 10
				}
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	GER_cancel_mefos = {
		icon = ger_mefo_bills
		ai_will_do = {
			base = 0
		}
		available = {

		}
		cost = 0
		fire_only_once = no
		visible = {
			has_dynamic_modifier = {
				modifier = GER_mefo_bills_modifier
			}
		}
		cancel_if_not_visible = yes
		remove_effect = {
			set_country_flag = ger_has_cancelled_mefo
		}
		complete_effect = {
			effect_tooltip = {
				retire_character = GER_hjalmar_schacht
				show_ideas_tooltip = hjalmar_schacht
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			GER_stop_rearmament = yes
		}
	}
}
### Entity: State History
Component: 1042
Constructs: limit, add_core_of, has_dlc, remove_core_of
Source: game
File: history/states/1042 - Khotan.txt

Code:
state = {
	id = 1042
	name = STATE_1042
	manpower = 380000
	state_category = wasteland
	history = {
		owner = SIK
		add_core_of = SIK CHI PRC
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				KHM = {
					transfer_state = PREV
				}
				add_core_of = KHM
			}
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			4973 3
		} {
			1970 1
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = KHM
			}
			owner = SIK
			controller = SIK
		}
	}
	provinces = {
		1943 1970 4973 8112 10315 10911
	}
	buildings_max_level_factor = 1.0
	local_supplies = 1.0
}
### Entity: Scripted Trigger
Component: EAI_BB_navy_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_BB_navy_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/battleship = global.EAI_OFF
		} {
			EAI_FOCUS/NAVY/battleship_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_Battleship_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/battleship EAI_FOCUS/NAVY/battleship_OVERRIDE
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_axis_vichy_border_garrison
Constructs: is_in_faction_with
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_axis_vichy_border_garrison = {
	enable = {
		is_in_faction_with = GER
		country_exists = VIC
		GER = {
			VIC = {
				EAI_THIS_is_aligned_with_PREV = yes
			}
		}
		NOT = {
			VIC = {
				is_in_faction_with = GER
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = -200
		country_trigger = {
			tag = VIC
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_split_czechoslovakia
Constructs: prerequisite, completion_reward, is_subject, is_puppet, is_in_faction_with, has_army_manpower, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_split_czechoslovakia
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = ROM_align_hungary
	}
	x = 0
	y = 1
	relative_position_id = ROM_align_hungary
	will_lead_to_war_with = CZE
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		CZE = {
			exists = yes
			is_puppet = no
			NOT = {
				is_in_faction_with = ROM
			}
		}
		strength_ratio = {
			tag = CZE
			ratio = > 1.5
		}
		has_army_manpower = {
			size = > 500000
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		GER = {
			country_event = DOD_romania.110
		}
	}
}
### Entity: Character
Component: devoted_marxist
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
devoted_marxist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	opinion_gain_monthly_same_ideology_factor = 1.0
	stability_factor = 0.1
}
### Entity: Scripted Effect
Component: FIN_check_and_manage_losing_cores_for_bop_effect
Constructs: limit, is_owned_by, is_controlled_by, has_power_balance_modifier, add_power_balance_modifier, remove_power_balance_modifier
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_check_and_manage_losing_cores_for_bop_effect = {
	if = {
		limit = {
			any_core_state = {
				is_owned_by = ROOT
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_power_balance_modifier = {
						id = FIN_power_balance
						modifier = FIN_bop_modifier_finnish_sovereignty_threatened
					}
				}
			}
			add_power_balance_modifier = {
				id = FIN_power_balance
				modifier = FIN_bop_modifier_finnish_sovereignty_threatened
			}
		}
	}
	else_if = {
		limit = {
			has_power_balance_modifier = {
				id = FIN_power_balance
				modifier = FIN_bop_modifier_finnish_sovereignty_threatened
			}
		}
		remove_power_balance_modifier = {
			id = FIN_power_balance
			modifier = FIN_bop_modifier_finnish_sovereignty_threatened
		}
	}
}
### Entity: Scripted Effect
Component: start_deploying_prep
Constructs: add_equipment_to_stockpile, limit, has_country_flag, add_political_power, set_state_flag, set_country_flag, add_command_power
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
start_deploying_prep = {
	set_state_flag = NOR_deploying_prep_in_state
	ROOT = {
		set_country_flag = NOR_state_prep_deployment_in_progress
		if = {
			limit = {
				has_country_flag = NOR_going_dem_historical
			}
			hidden_effect = {
				add_equipment_to_stockpile = {
					type = convoy_1
					amount = NOR_prep_his_cost_convys_remove
				}
				add_political_power = NOR_prep_his_cost_pp_remove
			}
		}
		else_if = {
			limit = {
				ROOT = {
					has_country_flag = NOR_going_fascist
				}
			}
			ROOT = {
				hidden_effect = {
					add_command_power = NOR_deploy_fasc_cost_cp_remove
					add_equipment_to_stockpile = {
						type = convoy_1
						amount = NOR_prep_fasc_cost_convoy_remove
					}
				}
			}
		}
	}
}
### Entity: Achievement
Component: red_hot_chile_peppers
Constructs: has_government, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
red_hot_chile_peppers = {
	id = 194
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = CHL
	}
	happened = {
		controls_State = 378
		has_government = communism
	}
}
### Entity: Idea
Component: MAN_puyi
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_puyi = {
	allowed = {
		always = yes
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	picture = man_militarism
	modifier = {
		political_power_cost = 0.075
		stability_factor = 0.05
		war_support_factor = 0.05
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_light_tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_light_tank.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Idea
Component: COR_nt
Source: game
File: common/ideas/corsica.txt

Code:
COR_nt = {
	ledger = navy
	picture = generic_navy_asia_3
	allowed = {
		original_tag = COR
	}
	traits = {
		naval_theorist
	}
}
### Entity: Order of Battle
Component: I Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = I Brigada Internacionales
	location = 3938
	division_template = Brigada Internacionales
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: has_completed_focus, has_government, check_variable, take_states, has_state_flag, force_government
Source: game
File: common/peace_conference/cost_modifiers/DEN_peace.txt

Code:
peace_action_modifiers = {
	DEN_puppet_former_overlord = {
		category = events_or_focuses
		peace_action_type = {
			puppet
		}
		enable = {
			ROOT = {
				original_tag = DEN
				has_completed_focus = DEN_secure_danish_freedom
				OR = {
					has_government = fascism communism
				}
			}
			FROM.FROM = {
				OR = {
					check_variable = {
						DEN.DEN_overlord_nation = GER
					} {
						DEN.DEN_overlord_nation = ENG
					} {
						DEN.DEN_overlord_nation = SWE
					} {
						DEN.DEN_overlord_nation = NOR
					} {
						DEN.DEN_overlord_nation = HOL
					} {
						DEN.DEN_overlord_nation = POL
					}
				}
			}
		}
		cost_multiplier = 0.75
	}
	DEN_take_former_overlords_state = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = DEN
				has_completed_focus = DEN_secure_danish_freedom
			}
			FROM.FROM.FROM = {
				has_state_flag = DEN_buffert_zone_state_flag
			}
		}
		cost_multiplier = 0.75
	} {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = DEN
				has_completed_focus = DEN_avenging_1864
			}
			FROM.FROM.FROM = {
				has_state_flag = DEN_southern_baltic_sea_state_flag
			}
		}
		cost_multiplier = 0.75
	}
	DEN_topple_former_overlords_government = {
		category = events_or_focuses
		peace_action_type = {
			force_government liberate
		}
		enable = {
			ROOT = {
				original_tag = DEN
				has_completed_focus = DEN_secure_danish_freedom
			}
			FROM.FROM = {
				original_tag = var:DEN.DEN_overlord_nation
			}
		}
		cost_multiplier = 0.7
	}
}
### Entity: Event
Component: libya.50
Constructs: is_triggered_only, ai_chance
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.50
	title = libya.50.t
	desc = libya.50.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.50.a
		ai_chance = {
			base = 90
		}
		GER = {
			country_event = {
				id = libya.52
			}
		}
	} {
		name = libya.50.b
		ai_chance = {
			base = 10
		}
		GER = {
			country_event = {
				id = libya.51
			}
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_scottish_democratic_fascist_party
Constructs: prerequisite, limit, has_government, completion_reward, is_puppet, is_historical_focus_on, add_popularity, add_timed_idea
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_scottish_democratic_fascist_party
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = SCO_favour_republicanism
	}
	relative_position_id = SCO_favour_republicanism
	mutually_exclusive = {
		focus = SCO_the_scottish_workers_republican_party
	}
	x = -6
	y = 1
	cost = 10
	available = {
		if = {
			limit = {
				is_puppet = yes
			}
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			is_historical_focus_on = no
		} {
			factor = 10
			AND = {
				is_puppet = yes
				OVERLORD = {
					has_government = fascism
				}
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = nationalism
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MILITARY_MANPOWER FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: HOL_unity_through_democracy
Constructs: has_government, removal_cost, fascism_drift, communism_drift, democratic_drift
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_unity_through_democracy = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		fascism_drift = -0.02
		communism_drift = -0.02
		democratic_drift = 0.05
		stability_weekly = 0.001
	}
}
### Entity: Scripted Effect
Component: ITA_bop_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_high_increase_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.2
	}
}
### Entity: Unit Template
Component: SAU_DD_HISTORICAL
Source: game
File: common/units/names_ships/SAU_ship_names.txt

Code:
SAU_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		SAU
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = HMS 
	fallback_name = Destroyer %d
	unique = {
		Al Riyadh Makkah Al Damman Al Madinah Hofouf Abha Taif
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_unity_in_diversity_r56
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_unity_in_diversity_r56
	icon = GFX_goal_generic_national_unity
	ai_will_do = {
		factor = 10
	}
	relative_position_id = INS_maphilindo
	x = 1
	y = 1
	prerequisite = {
		focus = INS_join_allies INS_maphilindo
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_idea = INS_political_idea_3
			}
			swap_ideas = {
				remove_idea = INS_political_idea_3
				add_idea = INS_political_idea_4
			}
		}
		else = {
			add_ideas = INS_political_idea_4
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_69
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_69 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 69
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 69
	}
}
### Entity: Order of Battle
Component: 15a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 15a Brigada Legionario
	location = 9827
	division_template = Brigada Legionario
}
### Entity: Character
Component: USB_fritz_conrad
Source: game
File: common/characters/USB.txt

Code:
USB_fritz_conrad = {
	advisor = {
		slot = navy_chief
		idea_token = USB_fritz_conrad
		allowed = {
			original_tag = USB
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_contradictions_in_socialism
Constructs: prerequisite, limit, completion_reward, add_state_claim, every_other_country, has_wargoal_against, is_subject_of, create_wargoal
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_contradictions_in_socialism
	icon = GFX_focus_generic_annex_country_2
	prerequisite = {
		focus = BEL_la_belgique_et_le_congo
	}
	relative_position_id = BEL_la_belgique_et_le_congo
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_state_claim = 295 888 889 890 718 538 768 769 796 540 891 892 772 539 297 773 660 774
		custom_effect_tooltip = generic_skip_one_line_tt BEL_contradictions_in_socialism_tt
		hidden_effect = {
			every_other_country = {
				limit = {
					OR = {
						controls_state = 295 888 889 890 718 538 768 769 796 540 891 892 772 539 297 773 660 774
					}
					NOT = {
						BEL = {
							has_wargoal_against = {
								target = PREV
							}
						}
						is_subject_of = BEL
					}
				}
				BEL = {
					create_wargoal = {
						type = take_claimed_state
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: SIK_CAV_01
Source: game
File: common/units/names_divisions/SIK_names_divisions.txt

Code:
SIK_CAV_01 = {
	name = Cavalry Unit
	for_countries = {
		SIK
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Xin'jiang Qibing Jun
	ordered = {
		1 = {
			%d Xin'jiang Qibing Jun
		}
		2 = {
			%d Xin'jiang Qibing Jun
		}
		3 = {
			%d Xin'jiang Qibing Jun
		}
		4 = {
			%d Xin'jiang Qibing Jun
		}
		6 = {
			%d Xin'jiang Qibing Jun
		}
		5 = {
			%d Xin'jiang Qibing Jun
		}
		7 = {
			%d Xin'jiang Qibing Jun
		}
		8 = {
			%d Xin'jiang Qibing Jun
		}
		9 = {
			%d Xin'jiang Qibing Jun
		}
		10 = {
			%d Xin'jiang Qibing Jun
		}
		11 = {
			%d Xin'jiang Qibing Jun
		}
		12 = {
			%d Xin'jiang Qibing Jun
		}
		13 = {
			%d Xin'jiang Qibing Jun
		}
		14 = {
			%d Xin'jiang Qibing Jun
		}
		15 = {
			%d Xin'jiang Qibing Jun
		}
	}
}
### Entity: AI Strategy
Component: GER_MineLaying_1
Source: game
File: common/ai_navy/taskforce/GER_taskforce_templates.txt

Code:
GER_MineLaying_1 = {
	allowed = {
		original_tag = GER
	}
	ai_will_do = {
		factor = 1
	}
	mission = {
		mines_planting
	}
	min_composition = {
		destroyer = {
			amount = 1
			role = 4
		}
	}
	optimal_composition = {
		destroyer = {
			amount = 4
			role = 4
		}
		light_cruiser = {
			amount = 1
			role = 4
		}
	}
}
### Entity: Achievement
Component: this_achievement_is_dedicated_to_the_brave_soldiers_of
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
this_achievement_is_dedicated_to_the_brave_soldiers_of = {
	id = 234
	possible = {
		tag = AFG
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		AFG = {
			has_country_flag = AFG_capitulated_Soviet
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_european_minor
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_european_minor = {
	OR = {
		original_tag = CZE POL ROM HUN BUL SPR FIN SWE NOR GRE TUR DEN POR YUG
	}
}