Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: prc.116
Constructs: is_triggered_only, limit, remove_ideas, random_army_leader, has_id, set_nationality, set_country_flag, swap_ideas
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.116
	title = prc.116.t
	desc = prc.116.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_army_leader = {
				limit = {
					has_id = 1065
				}
				set_nationality = CHI
			} {
				limit = {
					has_id = 1066
				}
				set_nationality = CHI
			} {
				limit = {
					has_id = 1067
				}
				set_nationality = CHI
			} {
				limit = {
					has_id = 1068
				}
				set_nationality = CHI
			}
			set_country_flag = KMT_zhu_de_joined
		}
	}
	option = {
		name = prc.116.a
		custom_effect_tooltip = KMT_commie_generals_join_tt
		effect_tooltip = {
			swap_ideas = {
				remove_idea = KMT_army_of_a_bygone_era
				add_idea = KMT_army_of_a_bygone_era_3
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					has_idea = KMT_army_of_a_bygone_era
				}
				remove_ideas = KMT_army_of_a_bygone_era
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era
				}
				remove_ideas = KMT_army_of_a_bygone_era
			}
			else_if = {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_2
				}
				remove_ideas = KMT_army_of_a_bygone_era_2
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_3
				}
				remove_ideas = KMT_army_of_a_bygone_era_3
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_4
				}
				remove_ideas = KMT_army_of_a_bygone_era_4
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_5
				}
				remove_ideas = KMT_army_of_a_bygone_era_5
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_6
				}
				remove_ideas = KMT_army_of_a_bygone_era_6
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_7
				}
				remove_ideas = KMT_army_of_a_bygone_era_7
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_8
				}
				remove_ideas = KMT_army_of_a_bygone_era_8
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_9
				}
				remove_ideas = KMT_army_of_a_bygone_era_9
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_10
				}
				remove_ideas = KMT_army_of_a_bygone_era_10
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_11
				}
				remove_ideas = KMT_army_of_a_bygone_era_11
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_12
				}
				remove_ideas = KMT_army_of_a_bygone_era_12
			} {
				limit = {
					has_idea = KMT_army_of_a_bygone_era_13
				}
				remove_ideas = KMT_army_of_a_byg
# ... (truncated)
### Entity: AI Strategy
Component: allies_avoid_starting_wars_during_endgame
Constructs: has_government, has_war_with, is_in_faction_with, is_historical_focus_on
Source: game
File: common/ai_strategy/default.txt

Code:
allies_avoid_starting_wars_during_endgame = {
	allowed = {
		OR = {
			tag = ENG
			is_in_faction_with = ENG
		}
	}
	enable = {
		is_historical_focus_on = yes
		ENG = {
			has_government = democratic
		}
		OR = {
			tag = ENG
			is_in_faction_with = ENG
		}
		has_war_with = JAP
		JAP = {
			has_government = fascism
		}
		date = > 1943.1.1 < 1945.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = avoid_starting_wars
		value = -400
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_renew_soviet_trade_agreement
Constructs: prerequisite, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, add_offsite_building, set_country_flag
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_renew_soviet_trade_agreement
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = AFG_sugar_processing
	}
	x = 0
	y = 2
	relative_position_id = AFG_sugar_processing
	mutually_exclusive = {
		focus = AFG_look_to_other_partners
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		SOU = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
		NOT = {
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		add_ideas = AFG_renew_soviet_trade_agreement
		add_opinion_modifier = {
			target = SOU
			modifier = sov_ger_treaty_trade
		}
		SOU = {
			set_country_flag = AFG_requested_our_aid
		}
		show_ideas_tooltip = AFG_nisar_muhammad_yousafzai
	}
}
### Entity: Character
Component: HRZ_ar
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_ar = {
	advisor = {
		slot = high_command
		idea_token = HRZ_ar
		ledger = army
		allowed = {
			original_tag = HRZ
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.71
Constructs: is_triggered_only, ai_chance, limit, clr_country_flag, has_war_together_with, is_in_faction_with, is_faction_leader, remove_from_faction
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.71
	title = SEA_PHI_political_events.71.t
	desc = SEA_PHI_political_events.71.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {
		clr_country_flag = PHI_awaiting_response
	}
	option = {
		name = SEA_PHI_political_events.71.a
		ai_chance = {
			base = 1
		}
	} {
		name = SEA_PHI_political_events.71.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_war_together_with = FROM
			}
		}
		if = {
			limit = {
				is_in_faction_with = FROM
				is_faction_leader = yes
			}
			remove_from_faction = FROM
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_control_extremists
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_control_extremists
	icon = GFX_goal_generic_stamp_extremists
	prerequisite = {
		focus = WAF_build_democratic_institutions WAF_empower_the_educated_elite
	}
	x = 1
	y = 1
	relative_position_id = WAF_empower_the_educated_elite
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		} {
			ideology = communism
			popularity = -0.05
		}
		add_stability = 0.05
		add_ideas = GEN_Defence_Act_I
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: División de Caballería
Constructs: division_template
Source: game
File: history/units/ARG_1936.txt

Code:
division = {
	name = División de Caballería
	location = 12364
	division_template = División de Caballería
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: RAJ_GOE_mughal_army_command_5
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_mughal_army_command_5 = {
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = RAJ_GOE_mughal_army_command_5
		ledger = army
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_the_mughal_uprising
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PROD_EQUIP_MIN_light_tank_flame_chassis
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_equipment_strategy_effects.txt

Code:
EAI_PROD_EQUIP_MIN_light_tank_flame_chassis = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_0
			}
		}
		if = {
			limit = {
				EAI_light_flamethrower_support_design_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_0_START_MIC
				check_variable = {
					num_equipment@light_tank_flame_chassis = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_0
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_1
			}
		}
		if = {
			limit = {
				EAI_light_flamethrower_support_design_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_1_START_MIC
				check_variable = {
					num_equipment@light_tank_flame_chassis = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_1
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_2
			}
		}
		if = {
			limit = {
				EAI_light_flamethrower_support_design_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_2_START_MIC
				check_variable = {
					num_equipment@light_tank_flame_chassis = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_2
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_3
			}
		}
		if = {
			limit = {
				EAI_light_flamethrower_support_design_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_3_START_MIC
				check_variable = {
					num_equipment@light_tank_flame_chassis = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_3
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_4
			}
		}
		if = {
			limit = {
				EAI_light_flamethrower_support_design_focus = yes
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_4_START_MIC
				check_variable = {
					num_equipment@light_tank_flame_chassis = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_4
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_5
			}
		}
		if = {
			limit 
# ... (truncated)
### Entity: Idea
Component: SWE_statens_jarnvager
Constructs: research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_statens_jarnvager = {
	name = SWE_statens_jarnvager
	picture = generic_electronics_concern_2
	allowed = {
		original_tag = SWE
	}
	research_bonus = {
		train_tech = 0.2
	}
	cost = 150
	traits = {
		railway_company
	}
}
### Entity: Name List
Component: ARM
Source: game
File: common/names/00_names.txt

Code:
ARM = {
	male = {
		names = {
			Adroushan Agheksanter Alex Anag Anania Aramazt Aram Aran Ararad Ari Arman Asbourag Askanaz Avetik Avetis Artashes Barkev Dajad Erik Garegin Ghougas Gomidas Gor Hamo Harutiun Hayk Hovhannes Khoren Krikor Magar Malkhas Markar Mikaiel Mouron Movses Narek Nbad Norayr Nshan Parsegh Pertag Samvel Sarhad Sasoun Serj Set Serop Sirak Sirakan Soukias Teotig Tevan Tigran Vahe Vanagan Varos Zaven Yeghishe
		}
	}
	female = {
		names = {
			Anna Anahit Ani Elen Mane Mariam Mary Milena Nare
		}
	}
	surnames = {
		Aharonian Adontz Arshakuni Artashesian Assarian Aviet Azatyan Babaian Babalian Bagratuni Bakunts Banaian Boshian Boyajian Esmerian Gamburyan Gamerikian Hakobjanian Hintlian Ishkhanian Kajaznuni Kasabian Kasparian Khachatourian Khatisan Khorenatsi Krikorian Mamikonian Manoogian Manvelian Markarian Minassian Mirzoyan Narcessian Nzhdeh Ohanjanyan Pashayan Petrosian Pilosyan Rodnoian Sahakyan Samuelian Sarian Sasounyan Seropian Shirakatsi Shiraz Skendarian Suzmeyan Tatiossian Tigranyan Tovmasian Tumanian Yeghiayan Yerevanian Zakaryan Zornakyan
	}
}
### Entity: Character
Component: HUN_bela_imredy
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/HUN.txt

Code:
HUN_bela_imredy = {
	name = HUN_bela_imredy
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_bela_imredy_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_bela_imredy
		allowed = {
			original_tag = HUN
		}
		available = {
			NOT = {
				OR = {
					has_government = communism democratic
				}
			}
			has_completed_focus = wuw_HUN_devalue_the_pengo
		}
		traits = {
			HUN_magyar_nemzeti_bank_president
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Decision
Component: CZE_a_divided_nation_category
Constructs: has_completed_focus, research_speed_factor, limit, has_government, has_country_flag, add_political_power, has_dynamic_modifier, has_political_power
Source: game
File: common/decisions/CZE.txt

Code:
CZE_a_divided_nation_category = {
	CZE_a_divided_nation_sudentenland_germans = {
		icon = GFX_decision_generic_political_discourse
		ai_will_do = {
			base = 15
		}
		allowed = {
			original_tag = CZE
		}
		visible = {
			OR = {
				has_country_flag = CZE_no_compromise_with_the_sdp_was_first
				NOT = {
					OR = {
						has_country_flag = CZE_contact_henlein_was_first_flag
						has_completed_focus = CZE_cooperate_with_the_sdp CZE_recruit_communist_exiles CZE_cooperate_with_tito CZE_negotiations_with_the_autonomous_bloc
					}
				}
			}
		}
		available = {
			OR = {
				has_completed_focus = CZE_integrate_sudeten_germans CZE_no_compromise_with_the_sdp
				has_government = communism
			}
			FROM = {
				has_dynamic_modifier = {
					modifier = CZE_sudetenland_german_state_modifier
					scope = ROOT
				}
			}
			NOT = {
				has_country_flag = CZE_a_divided_nation_decision_in_progress
			}
		}
		days_remove = CZE_a_divided_nation_days_remove_variable
		ai_hint_pp_cost = 25
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		highlight_states = {
			highlight_state_targets = {
				state = FROM
			}
		}
		state_target = yes
		targets = {
			74 69 972
		}
		target_trigger = {
			FROM = {
				is_fully_controlled_by = ROOT
				has_dynamic_modifier = {
					modifier = CZE_sudetenland_german_state_modifier
					scope = ROOT
				}
			}
		}
		modifier = {
			command_power_gain_mult = -0.1
			political_power_factor = -0.1
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
				add_political_power = -25
			} {
				if = {
					limit = {
						NOT = {
							OR = {
								check_variable = {
									CZE_a_divided_nation_drift_defence_factor = > -0.04
								}
								CZE_is_last_state_with_dynamic_modifier = yes
							}
						}
					}
					country_event = {
						id = MUN_czech.1032
						days = CZE_a_divided_nation_days_remove_variable
					}
				}
				else = {
					country_event = {
						id = MUN_czech.1046
						days = CZE_a_divided_nation_days_remove_variable
						hours = 1
					}
				}
			}
			set_country_flag = CZE_a_divided_nation_decision_in_progress CZE_a_divided_nation_sudentenland_germans_dynamic_local_set
		}
		remove_effect = {
			hidden_effect = {
				FROM = {
					remove_dynamic_modifier = {
						modifier = CZE_sudetenland_german_state_modifier
				
# ... (truncated)
### Entity: Idea
Component: PHI_cooperation_idea
Constructs: stability_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/philipines.txt

Code:
PHI_cooperation_idea = {
	name = PHI_pan_asian_cooperation
	picture = raj_marginalized_muslim_community_happy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		democratic_drift = 0.03
		consumer_goods_factor = -0.1
	}
}
### Entity: Modding Documentation
Construct: num_infantry
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_infantry
* description: number of units with infantry dominant type
### Entity: National Focus
Tree: swe_focus
Component: SWE_baltic_wall
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, build_railway, build_only_on_allied, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_baltic_wall
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = SWE_norge_linjen
	}
	relative_position_id = SWE_norge_linjen
	x = 0
	y = 1
	cost = 10
	available = {
		141 = {
			is_owned_and_controlled_by = ROOT
		}
		139 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	completion_reward = {
		build_railway = {
			level = 2
			build_only_on_allied = yes
			path = {
				11380 11390 3229 299 329 11215
			}
			start_province = 11390
			target_province = 329
		}
		138 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 11327
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 9279
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 6412
			}
		}
		139 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 329
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 11380
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = 211
			}
		}
		141 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 6050
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 161
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 6209
			}
		}
	}
}
### Entity: Scripted Effect
Component: CHI_unity_level_up
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_unity_level_up = {
	if = {
		limit = {
			has_idea = CHI_chinese_unity_3
		}
		swap_ideas = {
			remove_idea = CHI_chinese_unity_3
			add_idea = CHI_chinese_unity_4
		}
	} {
		limit = {
			has_idea = CHI_chinese_unity_2
		}
		swap_ideas = {
			remove_idea = CHI_chinese_unity_2
			add_idea = CHI_chinese_unity_3
		}
	} {
		limit = {
			has_idea = CHI_chinese_unity_1
		}
		swap_ideas = {
			remove_idea = CHI_chinese_unity_1
			add_idea = CHI_chinese_unity_2
		}
	} {
		limit = {
			NOT = {
				has_idea = CHI_chinese_unity_1 CHI_chinese_unity_2 CHI_chinese_unity_3 CHI_chinese_unity_4 CHI_chinese_unity_5
			}
		}
		add_ideas = CHI_chinese_unity_1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_limited_mutual_assistance
Constructs: prerequisite, has_war, has_government, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_limited_mutual_assistance
	icon = GFX_focus_generic_the_giant_wakes
	cost = 10
	prerequisite = {
		focus = TUR_anglo_turkish_friendship_agreement
	}
	relative_position_id = TUR_anglo_turkish_friendship_agreement
	x = 0
	y = 1
	available = {
		not = {
			has_war_with = ENG
		}
		ENG = {
			has_war = yes
		}
		custom_trigger_tooltip = {
			tooltip = TUR_anglo_turkish_friendship_agreement_focus_days_tt
			has_country_flag = {
				flag = TUR_anglo_turkish_friendship_agreement_flag
				days = > 105
			}
		} {
			tooltip = TUR_anglo_turkish_friendship_agreement_current_days_tt
			has_country_flag = {
				flag = TUR_anglo_turkish_friendship_agreement_flag
				days = > 105
			}
		}
	}
	bypass = {
		ENG = {
			OR = {
				has_government = communism
				exists = no
				is_subject = yes
			}
		}
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = turkey.100
				hours = 4
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_offsite_building = {
				type = industrial_complex
				level = 2
			}
			add_opinion_modifier = {
				target = ENG
				modifier = TUR_english_industral_aid
			}
		}
	}
	ai_will_do = {
		factor = 7
	}
}
### Entity: Equipment
Component: mio_cat_eq_only_light_cas
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_only_light_cas = {
	equipment_type = {
		small_plane_cas_airframe cv_small_plane_cas_airframe
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_integrate_the_south
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_integrate_the_south
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = MEX_focus_unify_centroamerica
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_unify_centroamerica
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		OR = {
			controls_state = 312 313 314 317 316 304 311 685
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		unlock_decision_tooltip = MEX_decision_integrate_guatamala MEX_decision_integrate_honduras MEX_decision_integrate_el_salvador MEX_decision_integrate_nicaragua MEX_decision_integrate_costa_rica MEX_decision_integrate_panama MEX_decision_integrate_panama_canal MEX_decision_integrate_belize
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_the_permanent_siege
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_the_permanent_siege
	icon = GFX_goal_vietnam_the_siege
	cost = 10
	prerequisite = {
		focus = VIN_land_reforms_program
	}
	completion_reward = {
		add_ideas = VIN_the_permanent_siege
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	x = 4
	y = 3
}
### Entity: Event
Component: AAT_Sweden.33
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.33
	title = AAT_Sweden.33.t
	desc = AAT_Sweden.33.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.33.a
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				910
			}
		}
	}
}
### Entity: Event
Component: INS_loyalist_events.16
Constructs: is_triggered_only, ai_chance, is_ai, is_in_faction_with, add_core_of
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.16
	title = INS_loyalist_events.16.t
	desc = INS_loyalist_events.16.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.16.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				INS = {
					is_ai = no
				}
			} {
				factor = 2
				is_in_faction_with = INS
			} {
				factor = 2
				is_in_faction_with = INS
				INS = {
					faction_influence_ratio = > 0.05
				}
			} {
				factor = 2
				is_in_faction_with = INS
				INS = {
					faction_influence_ratio = > 0.1
				}
			} {
				factor = 2
				is_in_faction_with = INS
				INS = {
					faction_influence_ratio = > 0.15
				}
			} {
				factor = 2
				is_in_faction_with = INS
				INS = {
					faction_influence_ratio = > 0.2
				}
			}
		}
		FROM = {
			country_event = {
				id = INS_loyalist_events.17
				hours = 6
			}
			effect_tooltip = {
				transfer_state = 422
				422 = {
					add_core_of = PREV
				}
			}
		}
	} {
		name = INS_loyalist_events.16.b
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = INS_loyalist_events.18
				hours = 6
			}
		}
	}
}
### Entity: Scripted Effect
Component: AFG_bop_very_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_bop_very_high_increase_effect = {
	add_power_balance_value = {
		id = AFG_power_balance
		value = 0.25
	}
}