Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ICE_home_defense11
Constructs: equipment_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense11 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.2
		army_core_attack_factor = 0.2
		army_morale_factor = 0.1
		conscription = 0.02
		training_time_army_factor = -0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			reliability = 0.05
		}
		artillery = {
			reliability = 0.05
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_heavy_fighter_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_heavy_fighter_focus
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = FRA_fighter_focus
	}
	x = -1
	y = 1
	relative_position_id = FRA_fighter_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_heavy_fighter_focus
			bonus = 1.0
			uses = 2
			category = cat_heavy_fighter
		}
	}
}
### Entity: Idea
Component: GRE_schachtplan_fascistised
Constructs: stability_factor, has_war_with, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_schachtplan_fascistised = {
	allowed = {
		original_tag = GRE
		NOT = {
			has_war_with = GER
		}
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_schachtplan3
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		consumer_goods_factor = -0.15
		political_power_factor = 0.05
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_form_new_government
Constructs: remove_ideas, completion_reward, has_capitulated, has_dlc, has_game_rule, is_historical_focus_on, set_party_name
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_form_new_government
	bypass = {
		has_capitulated = yes
	}
	icon = GFX_goal_generic_improve_relations
	x = 27
	y = 0
	relative_position_id = HOL_abandon_the_gold_standard
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0.1
			has_dlc = Thunder at Our Gates
			date = < 1938.1.1
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEFAULT
			}
			is_historical_focus_on = yes
		} {
			factor = 4
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEFAULT
			}
			is_historical_focus_on = yes
			date = > 1939.04.1
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		country_event = {
			id = mtg_netherlands.10
			hours = 6
		}
		effect_tooltip = {
			set_party_name = {
				ideology = democratic
				long_name = HOL_CHU_party_long
				name = HOL_CHU_party
			}
			promote_character = {
				character = HOL_dirk_jan_de_geer
				ideology = conservatism
			}
			remove_ideas = HOL_weak_government
		}
	}
}
### Entity: Country History
Country: GXC
Component: GXC_characters
Constructs: recruit_character
Source: game
File: history/countries/GXC - Guangxi.txt

Code:
# Leaders & Characters for GXC
recruit_character = GXC_li_zongren GXC_liu_peng GXC_zhang_lu GXC_li_ting GXC_bai_yeung GXC_heng_lo GXC_yu_hanmou GXC_zha_zemin GXC_huo_duyi GXC_niu_keung GXC_bai_chongxi GXC_teng_qingshan GXC_do_liang GXC_huang_shaohong GXC_yang_hulin GXC_li_jishen GXC_lei_zhong
### Entity: Idea
Component: BRA_aid_operation_bolivar
Constructs: removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_aid_operation_bolivar = {
	allowed = {
		always = yes
	}
	removal_cost = -1
	picture = generic_spy_intel
	modifier = {
		operative_slot = 1
	}
}
### Entity: Technology
Component: rocket_artillery2
Constructs: research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	category_rocket_artillery = {
		soft_attack = 0.15
	}
	rocket_battery = {
		soft_attack = 0.15
	}
	path = {
		leads_to_tech = rocket_artillery3
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1941
	folder = {
		name = artillery_folder
		position = {
			x = @rocket_artillery
			y = 8
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			tag = SOV
		}
	}
	categories = {
		rocketry mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_air
	}
}
### Entity: Event
Component: chile.9
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.9
	title = Our Union is Formalised
	desc = This is the beginning of great things for South America.
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = A wonderful deal!
		add_to_faction = ARG
	}
}
### Entity: Event
Component: CHL_political_events.83
Constructs: ai_chance, has_completed_focus, division_template, limit, has_government, fire_only_once, is_subject, has_civil_war
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.83
	title = CHL_political_events.83.t
	desc = CHL_political_events.83.d
	picture = GFX_report_event_gathering_protest
	trigger = {
		tag = CHL
		has_government = neutrality
		AND = {
			OR = {
				AND = {
					has_completed_focus = CHL_sell_arica_to_peru CHL_outlaw_socialism
				} {
					has_completed_focus = CHL_sell_arica_to_peru CHL_utilize_national_populism
				}
			}
		}
		is_subject = no
		has_civil_war = no
		has_dlc = Trial of Allegiance
	}
	mean_time_to_happen = {
		days = 3
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = CHL_political_events.83.a
		ai_chance = {
			base = 50
		}
		hidden_effect = {
			start_civil_war = {
				ideology = fascism
				size = 0.6
				army_ratio = 0.6
				navy_ratio = 0.4
				air_ratio = 0.9
				keep_all_characters = yes
				states = all
				states_filter = {
					OR = {
						state = 951 506 952 507 949 953 947 950
					}
					is_controlled_by = ROOT
				}
				PREV = {
					CHL_jorge_gonzález_von_marées = {
						set_nationality = PREV.PREV
					}
					CHL_carlos_keller_reuff = {
						set_nationality = PREV.PREV
					}
					CHL_francisco_valderrama = {
						set_nationality = PREV.PREV
					}
					CHL_ariosto_herrera = {
						set_nationality = PREV.PREV
					}
					CHL_escudero_oscar_otárola = {
						set_nationality = PREV.PREV
					}
					CHL_guillermo_barrios_tirado = {
						set_nationality = PREV.PREV
					}
					CHL_e_novoa_fuentes = {
						set_nationality = PREV.PREV
					}
					CHL_marmaduke_grove = {
						set_nationality = PREV.PREV
					}
					CHL_miguel_serrano = {
						set_nationality = PREV.PREV
					}
				}
				IF = {
					limit = {
						PREV = {
							NOT = {
								has_completed_focus = CHL_utilize_national_populism
							}
						}
					}
					PREV = {
						CHL_francisco_encina = {
							set_nationality = PREV.PREV
						}
						CHL_ricardo_aguayo = {
							set_nationality = PREV.PREV
						}
						CHL_tancredo_pinochet = {
							set_nationality = PREV.PREV
						}
					}
				} {
					limit = {
						PREV.PREV = {
							NOT = {
								has_country_leader = {
									ruling_only = yes
									character = CHL_jorge_gonzález_von_marées
								}
							}
							has_civil_war = yes
						}
					}
					PREV.PREV = {
						promote_character = {
							character = CHL_jorge_gonzález_von_marées
							ideology = nazism
						}
					}
				}
	
# ... (truncated)
### Entity: Effect Reference
Construct: every_possible_country
Constructs: limit, every_country, every_possible_country, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_possible_country

* Supported Scopes: any
* Supported Targets: none

```
Executes children effects on every Country (or \"random_select_amount\" of random country if specified) that fulfills the \"limit\" trigger.
Difference with every_country is that it includes countries not yet present on the map.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching country with display_individual_scopes.
ex:
every_possible_country = {
	tooltip = my_loc_key # Optional
	random_select_amount = 3 # Optional
	display_individual_scopes = yes # Optional - default = no
	... country scope effects ...
}
```
### Entity: Decision
Component: PRC_rural_surveyer_decision_cat
Constructs: has_completed_focus, limit, check_variable, complete_effect, has_variable, set_temp_variable, random_owned_controlled_state, set_state_flag
Source: game
File: common/decisions/PRC.txt

Code:
PRC_rural_surveyer_decision_cat = {
	PRC_rural_surveys = {
		cost = 30
		available = {
			has_completed_focus = PRC_rural_survey
			custom_trigger_tooltip = {
				tooltip = PRC_rural_surveyer_tt
			}
		}
		visible = {
			check_variable = {
				PRC_amount_of_times_rural_survey = < 5
			}
			has_completed_focus = PRC_rural_survey
		}
		days_remove = 30
		complete_effect = {
			if = {
				limit = {
					NOT = {
						has_variable = PRC_amount_of_times_rural_survey
					}
				}
				set_temp_variable = {
					var = PRC_amount_of_times_rural_survey
					value = 0
				}
			}
			hidden_effect = {
				random_owned_controlled_state = {
					set_state_flag = PRC_rural_survey_state_to_add
				}
			}
		}
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_decision = PRC_rural_surveys
					}
				}
				effect_tooltip = {
					random_owned_controlled_state = {
						add_extra_state_shared_building_slots = 1
					}
				}
			}
			add_to_variable = {
				PRC_amount_of_times_rural_survey = 1
			}
			random_owned_controlled_state = {
				limit = {
					has_state_flag = PRC_rural_survey_state_to_add
				}
				add_extra_state_shared_building_slots = 1
				clr_state_flag = PRC_rural_survey_state_to_add
			}
		}
	}
}
### Entity: Event
Component: usa.24
Constructs: is_triggered_only, ai_chance, set_political_party, limit, remove_ideas, has_government, has_war_with, add_war_support
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.24
	title = usa.24.t
	desc = usa.24.d
	picture = GFX_report_event_molotov_ribentrop_handshake
	is_triggered_only = yes
	trigger = {
		tag = USA
		has_government = communism
		is_puppet = no
	}
	option = {
		name = usa.24.a
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		set_political_party = {
			ideology = democratic
			popularity = 50
		}
		remove_ideas = great_depression
		add_war_support = 0.2
		add_timed_idea = {
			idea = communism_defeated
			days = 730
		}
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					NOT = {
						has_war_with = USA
					}
				}
			}
			ENG = {
				add_to_faction = USA
			}
			USA = {
				add_ai_strategy = {
					type = alliance
					id = ENG
					value = 200
				}
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = unholy_alliance
		} {
			target = SOV
			modifier = unholy_alliance
		}
	} {
		name = usa.24.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Order of Battle
Component: Norra Militärområde
Constructs: division_template
Source: game
File: history/units/SWE_1936.txt

Code:
division = {
	name = Norra Militärområde
	location = 11148
	division_template = Militärområde
	start_experience_factor = 0.2
	start_equipment_factor = 0.1
}
### Entity: Idea
Component: CHL_fascist_youth_and_provinces_department
Constructs: war_support_factor, has_government, removal_cost, conscription_factor, compliance_gain
Source: game
File: common/ideas/chile.txt

Code:
CHL_fascist_youth_and_provinces_department = {
	picture = SPA_fet_y_de_las_jons
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		conscription_factor = 0.1
		conscription = 0.02
		resistance_target = -0.1
		compliance_gain = 0.02
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_british_military_support
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, is_subject
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_british_military_support
	icon = GFX_goal_generic_military_funding
	relative_position_id = MPL_wauchope_resigns
	x = -2
	y = 1
	prerequisite = {
		focus = MPL_wauchope_resigns
	}
	available = {
		is_subject = yes
	}
	cost = 10
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 1500
			producer = overlord
		} {
			type = motorized_equipment
			amount = 100
			producer = overlord
		} {
			type = artillery_equipment
			amount = 150
			producer = overlord
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Component: wuw_HUN_establishing_a_royal_guard
Constructs: division_template, prerequisite, limit, add_ideas, has_government, completion_reward, cancel_if_invalid, add_manpower
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_establishing_a_royal_guard
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = wuw_HUN_establishing_a_new_dynasty
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_establishing_a_new_dynasty
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_manpower = 15000
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = HUN_horthyist_royal_guard
		division_template = {
			name = Magyar Királyi Huszárok
			priority = 2
			division_names_group = HUN_CAV_01
			role = mobile
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				43
			}
			create_unit = {
				division = name = "1 Magyar Királyi Huszárok" division_template = "Magyar Királyi Huszárok" start_experience_factor = 1.0
				owner = HUN
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_prepare_defensive_infrastructure_r56
Constructs: prerequisite, limit, completion_reward, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_prepare_defensive_infrastructure_r56
	icon = GFX_focus_PER_construct_air_defenses
	cost = 6
	x = -1
	y = 1
	relative_position_id = SIA_study_defense_in_depth_models_r56
	prerequisite = {
		focus = SIA_study_defense_in_depth_models_r56
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				1134 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			1134 = {
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				1133 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			1133 = {
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				1132 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			1132 = {
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				289 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			289 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				869 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			869 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				868 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			868 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				724 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			724 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = LAT_fortifications
			days = 365
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_recover_from_the_economic_crisis
Constructs: prerequisite, limit, add_ideas, completion_reward, has_country_leader
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_recover_from_the_economic_crisis
	prerequisite = {
		focus = PRU_freedom_defenders
	}
	icon = GFX_goal_PRU_new_peru
	x = 1
	y = 1
	relative_position_id = PRU_freedom_defenders
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					character = PRU_manuel_villaran
					ruling_only = yes
				}
			}
			add_ideas = PRU_patria_nueva_n
		} {
			limit = {
				OR = {
					has_country_leader = {
						character = PRU_jorge_prado_ugarteche
						ruling_only = yes
					} {
						character = PRU_luis_eguiguren
						ruling_only = yes
					}
				}
			}
			add_ideas = PRU_patria_nueva
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_expand_the_national_arsenal
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_expand_the_national_arsenal
	icon = GFX_goal_generic_construct_mil_factory
	x = -1
	y = 1
	prerequisite = {
		focus = PRU_italian_guns
	}
	cost = 10
	relative_position_id = PRU_italian_guns
	ai_will_do = {
		factor = 5
	}
	available = {
		num_divisions = > 0
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PRU_juan_grieve
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		PRU_increase_army_10_percent = yes
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_aviation_effort_2
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_doctrine_cost_reduction, add_building_construction, is_controlled_by
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_aviation_effort_2
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = DNZ_bomber_focus DNZ_fighter_focus
	}
	relative_position_id = DNZ_fighter_focus
	x = -1
	y = 1
	cost = 10
	complete_tooltip = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_country_flag = aviation_effort_2_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				capital_scope = {
					OR = {
						NOT = {
							is_controlled_by = ROOT
						} {
							free_building_slots = {
								building = air_base
								size = > 1
							}
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_limited_autonomy
Constructs: prerequisite, limit, has_government, add_stability, add_opinion_modifier, completion_reward, add_political_power, is_subject_of
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_limited_autonomy
	icon = GFX_focus_POL_complete_april_constitution
	available = {
		is_subject_of = HOL
		OR = {
			has_government = neutrality democratic
		}
	}
	mutually_exclusive = {
		focus = INS_implement_the_sharia
	}
	bypass = {
		NOT = {
			is_subject_of = HOL
		}
	}
	ai_will_do = {
		factor = 15
	}
	relative_position_id = INS_defensive_politics
	x = 1
	y = 1
	prerequisite = {
		focus = INS_defensive_politics INS_demand_volksraad_elections
	}
	cost = 10
	completion_reward = {
		OVERLORD = {
			country_event = indonesia.8
		}
		custom_effect_tooltip = if_they_accept_newline_tt
		effect_tooltip = {
			HOL = {
				add_political_power = 100
				if = {
					limit = {
						INS = {
							has_government = neutrality
						}
					}
					if = {
						limit = {
							INS = {
								has_autonomy_state = autonomy_integrated_puppet
							}
						}
						set_autonomy = {
							target = INS
							autonomous_state = autonomy_puppet
							end_wars = no
							end_civil_wars = no
							freedom_level = 0.5
						}
					}
					else_if = {
						limit = {
							INS = {
								has_autonomy_state = autonomy_puppet
							}
						}
						set_autonomy = {
							target = INS
							autonomous_state = autonomy_colony
							end_wars = no
							end_civil_wars = no
							freedom_level = 0.5
						}
					} {
						limit = {
							INS = {
								has_autonomy_state = autonomy_colony
							}
						}
						set_autonomy = {
							target = INS
							autonomous_state = autonomy_dominion
							end_wars = no
							end_civil_wars = no
							freedom_level = 0.5
						}
					} {
						limit = {
							INS = {
								has_autonomy_state = autonomy_dominion
							}
						}
						end_puppet = INS
					}
				}
				else = {
					end_puppet = INS
				}
			}
			add_stability = 0.1
			add_opinion_modifier = {
				target = HOL
				modifier = huge_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_join_the_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_join_the_allies
	icon = GFX_allies
	prerequisite = {
		focus = ARM_mend_the_split
	}
	relative_position_id = ARM_mend_the_split
	mutually_exclusive = {
		focus = ARM_the_transcaucasian_accords
	}
	x = -1
	y = 1
	cost = 10
	available = {
		is_subject = no
		is_in_faction = no
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			} {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: INS_industrial_events.3
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.3
	title = INS_industrial_events.3.t
	desc = INS_industrial_events.3.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.3.a
	}
}