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

Code:
focus = {
	id = FRA_proclaim_the_third_empire
	icon = GFX_focus_focus_fra_third_empire
	x = 3
	y = 1
	prerequisite = {
		focus = FRA_repeal_the_law_of_exile
	}
	mutually_exclusive = {
		focus = FRA_orleanist_restoration FRA_the_legitimate_heir
	}
	relative_position_id = FRA_repeal_the_law_of_exile
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_country_leader = {
			name = Napoléon VI
			desc = POLITICS_ÉDOUARD_DALADIER_DESC
			picture = GFX_portraits_fra_napoleon_vi
			expire = 1965.1.1
			ideology = despotism
			traits = {

			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		set_party_name = {
			ideology = neutrality
			long_name = FRA_bonepartist_party_long
			name = FRA_bonepartist_party
		}
		set_politics = {
			ruling_party = neutrality
		}
		if = {
			limit = {
				is_in_faction = no
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_european_dominance_monarchist
				name = FRA_continental_system
			}
		}
		hidden_effect = {
			news_event = {
				id = lar_news.8
				days = 3
				random_days = 5
			}
		}
		set_cosmetic_tag = FRA_THIRD_EMPIRE
	}
}
### Entity: Idea
Component: BRA_banco_do_brasil_idea
Constructs: has_completed_focus, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_banco_do_brasil_idea = {
	name = BRA_banco_do_brasil_idea
	picture = BRA_banco_do_brasil
	allowed = {
		has_dlc = Trial of Allegiance
		original_tag = BRA
	}
	available = {
		has_completed_focus = BRA_banco_do_brasil
	}
	visible = {

	}
	cost = 75
	removal_cost = 10
	research_bonus = {

	}
	traits = {
		central_bank
	}
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_superaereo
Constructs: prerequisite, completion_reward, is_major_not_original_tag_root, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_superaereo
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = ITA_citta_dell_aria
	}
	x = 0
	y = 1
	relative_position_id = ITA_citta_dell_aria
	cost = 5
	available = {
		any_enemy_country = {
			is_major_not_original_tag_root = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_to_variable = {
			ITA_ra_air_mission_efficiency = 0.05
		} {
			ITA_ra_air_mission_xp_gain_factor = 0.05
		} {
			ITA_ra_air_doctrine_cost_factor = -0.1
		}
		custom_effect_tooltip = ITA_superaereo_ra_tt
		air_experience = 50
		ITA_improve_regia_aeronautica_dm_effect = yes
	}
}
### Entity: Character
Component: resolute_anarchist
Constructs: stability_factor, mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
resolute_anarchist = {
	random = no
	sprite = 13
	political_power_factor = -0.25
	stability_factor = -0.05
	army_core_defence_factor = 0.025
	mobilization_speed = 0.05
	conscription = 0.005
}
### Entity: Character
Component: GER_georg_von_kuchler
Source: game
File: common/characters/GER.txt

Code:
GER_georg_von_kuchler = {
	name = GER_georg_von_kuchler
	portraits = {
		army = {
			large = GFX_portrait_GER_georg_von_kuchler
			small = GFX_portrait_GER_georg_von_kuchler_small
		}
	}
	corps_commander = {
		skill = 4
		attack_skill = 3
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 4
		legacy_id = 22
	}
}
### Entity: Event
Component: new_ger.12
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, complete_national_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.12
	title = new_ger.12.t
	desc = new_ger.12.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	option = {
		name = new_ger.12.a
		complete_national_focus = GER_goerdelers_new_party
		ai_chance = {
			base = 1.5
		}
	} {
		name = new_ger.12.b
		complete_national_focus = GER_hugenburgs_legacy
		IF = {
			limit = {
				has_country_flag = GER_dvu_formed
			}
			custom_effect_tooltip = GER_hugenberg_warning_tt
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Character
Component: INS_ludolph_hendrik_van_oyen
Constructs: has_completed_focus, limit, has_dlc, is_subject_of, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_ludolph_hendrik_van_oyen = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = HOL_hendrik_van_oyen
		portraits = {
			army = {
				small = GFX_portrait_INS_ludolph_oyen_small
			}
		}
		advisor = {
			slot = air_chief
			cost = 100
			idea_token = HOL_hendrik_van_oyen
			allowed = {
				original_tag = INS
			}
			visible = {
				original_tag = INS
				INS_dutch_army_chief_check_VISIBLE = yes
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					OR = {
						is_subject_of = HOL
						has_completed_focus = INSHOL_volksraad_compromises
						has_cosmetic_tag = INS_UNION
					}
				}
			}
			traits = {
				air_chief_reform_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = HOL_hendrik_van_oyen
		portraits = {
			army = {
				small = GFX_Portrait_Europe_Generic_land_3_small
			}
		}
		advisor = {
			slot = air_chief
			cost = 100
			idea_token = HOL_hendrik_van_oyen
			allowed = {
				original_tag = INS
			}
			visible = {
				is_subject_of = HOL
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					is_subject_of = HOL
				}
			}
			traits = {
				air_chief_reform_2
			}
		}
	}
}
### Entity: Event
Component: venezuela.12
Constructs: is_triggered_only, fire_only_once, set_country_flag
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.12
	picture = GFX_report_event_german_volunteers
	title = venezuela.12.t
	desc = venezuela.12.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.12.a
		custom_effect_tooltip = available_theorist
		show_ideas_tooltip = VEN_wilhelm_von_faupel
		set_country_flag = VEN_german_advisors_sent
	}
}
### Entity: Character
Component: lion_tamer
Source: game
File: common/country_leader/00_traits.txt

Code:
lion_tamer = {
	random = no
	party_popularity_stability_factor = 0.1
	surrender_limit = 0.05
	resistance_damage_to_garrison = -0.15
}
### Entity: Decision
Component: EGY_debug
Constructs: is_debug, is_ai
Source: game
File: common/decisions/categories/EGY_decision_categories.txt

Code:
EGY_debug = {
	priority = 100
	allowed = {
		original_tag = EGY
	}
	visible = {
		is_debug = yes
		is_ai = no
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_fuel_silos
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_industry.txt

Code:
EAI_PR_STRATEGIES_fuel_silos = {
	if = {
		limit = {
			always = no
		}
		set_temp_variable = {
			prio_cat = @PR_fuel_silos
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:fuel_silos
				} {
					_prio_val = prio_cat
				}
				date = > 1937.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Country History
Country: LIE
Component: LIE_characters
Constructs: create_country_leader
Source: game
File: history/countries/LIE - LICH.txt

Code:
# Leaders & Characters for LIE
create_country_leader = {
	name = Franz Joseph II
	desc = 
	picture = gfx/joseph2.png
	expire = 1989.1.1
	ideology = despotism
	traits = {

	}
}
### Entity: Idea
Component: soldiers_of_the_steppe
Constructs: removal_cost
Source: game
File: common/ideas/tannu_tuva.txt

Code:
soldiers_of_the_steppe = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MEX_politicised_army_2
	modifier = {
		cavalry_attack_factor = 0.15
		cavalry_defence_factor = 0.15
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_down_with_the_colonizer
Constructs: prerequisite, limit, owns_state, has_war_with, add_war_support, completion_reward, is_subject, is_subject_of
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_down_with_the_colonizer
	icon = GFX_goal_CHI_the_shanxi_offer
	prerequisite = {
		focus = MEN_fortify_the_capital
	}
	mutually_exclusive = {
		focus = MEN_request_suiyuan_and_ordos
	}
	x = 1
	y = 1
	available = {
		is_subject = no
		any_other_country = {
			NOT = {
				has_war_with = ROOT
				is_subject_of = ROOT
				is_in_faction_with = ROOT
			}
			OR = {
				owns_state = 621 746
			}
		}
	}
	bypass = {
		any_other_country = {
			has_war_with = ROOT
			OR = {
				owns_state = 621 746
			}
		}
	}
	relative_position_id = MEN_fortify_the_capital
	cost = 10
	will_lead_to_war_with = SHX
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		every_state = {
			limit = {
				OR = {
					state = 621 746
				}
			}
			add_core_of = ROOT
		}
		every_other_country = {
			limit = {
				OR = {
					owns_state = 621 746
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_core_state
					expire = 0
					generator = {
						621 746
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.23
Constructs: is_triggered_only, ai_chance, add_to_war, set_temp_variable, set_politics, set_popularities
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.23
	title = BBA_ethiopia_exile_events.23.t
	desc = BBA_ethiopia_exile_events.23.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_read_write
	option = {
		name = BBA_ethiopia_exile_events.23.a
		ai_chance = {
			base = 10
		}
		ROOT = {
			transfer_state = ETH.japanese_island
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			} {
				add_to_war = {
					targeted_alliance = ROOT
					enemy = ITA
					hostility_reason = asked_to_join
				}
			}
		}
		hidden_effect = {
			set_temp_variable = {
				temp_neutrality = ETH.party_popularity_100@neutrality
			} {
				temp_fascism = ETH.party_popularity_100@fascism
			} {
				temp_democratic = ETH.party_popularity_100@democratic
			} {
				temp_communism = ETH.party_popularity_100@communism
			}
			JAP = {
				puppet = ROOT
			}
			ROOT = {
				set_politics = {
					ruling_party = neutrality
				}
				set_popularities = {
					democratic = temp_democratic
					neutrality = temp_neutrality
					communism = temp_communism
					fascism = temp_fascism
				}
			}
		}
	}
}
### Entity: Character
Component: GHA_ncs
Source: game
File: common/characters/GHA.txt

Code:
GHA_ncs = {
	advisor = {
		slot = high_command
		idea_token = GHA_ncs
		ledger = navy
		allowed = {
			original_tag = GHA
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_allies_offensive_vs_JAP_in_china_careful
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_allies_offensive_vs_JAP_in_china_careful = {
	enable = {
		is_in_faction_with = ENG
		has_war_with = JAP GER
		alliance_naval_strength_ratio = < 2
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = > 0.75
		priority = 700
		execution_type = careful
		area = EAI_east_asia
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_anti_militarist_speeches_in_the_diet
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, has_country_leader, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_anti_militarist_speeches_in_the_diet
	icon = GFX_focus_JAP_anti_militarist_speeches_in_the_diet
	x = 0
	y = 1
	relative_position_id = JAP_secretly_rebuild_the_party
	prerequisite = {
		focus = JAP_secretly_rebuild_the_party
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_abe_isoo
		}
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = JAP_spread_socialist_pamphlets_decision
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Effect Reference
Construct: recall_volunteers_from
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## recall_volunteers_from

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
The scoped in country recall the volunteers sent to the target country.
Example:
### Entity: Event
Component: austria.26
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.26
	title = austria.26.t
	desc = austria.26.d
	is_triggered_only = yes
	picture = GFX_report_event_hungary_refused
	option = {
		name = austria.26.a
		add_opinion_modifier = {
			target = HUN
			modifier = refused_alliance
		}
	}
}
### Entity: Faction
Component: faction_goal_no_japanese_in_china
Constructs: limit, add_political_power, is_literally_china, is_in_faction_with, is_controlled_by, complete_effect, add_faction_power_projection, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_no_japanese_in_china = {
	name = faction_goal_no_japanese_in_china_name
	description = faction_goal_no_japanese_in_china_desc
	category = long_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			is_literally_china = yes
			any_enemy_country = {
				original_tag = JAP
			}
		}
	}
	completed = {
		collection_size = {
			input = {
				input = collection:china_potential_core_mainland_states
				operators = {
					limit = {
						OR = {
							controller = {
								is_in_faction_with = JAP
							}
							is_controlled_by = JAP
						}
					}
				}
				name = COLLECTION_NO_JAPANESE_IN_CHINA
			}
			value = < 1
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt
		add_faction_initiative = 1
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						faction_influence_ratio = > 0.3
					}
				}
				name = INFLUENCE_ABOVE_30_PERCENT
			}
			add_faction_influence_ratio = 0.2
			add_faction_initiative = 1
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_no_japanese_in_china
					}
				}
				add_political_power = 100
				army_experience = 100
				add_manpower = 100000
			}
		}
	}
	ai_will_do = {
		base = 10
	}
}
### Entity: Scripted Trigger
Component: BUL_is_macedonian_state
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_is_macedonian_state = {
	OR = {
		state = 106 731 184
	}
}
### Entity: Order of Battle
Component: American Destroyer Squadron
Source: game
File: history/units/CAN_destroyers_for_bases_mtg.txt

Code:
fleet = {
	name = American Destroyer Squadron
	naval_base = 7361
	task_force = {
		name = American Destroyer Flotilla 4
		location = 7361
		ship = {
			name = HMCS St. Clair
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					creator = USA
					version_name = Clemson Class
				}
			}
		} {
			name = HMCS Niagara
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					creator = USA
					version_name = Clemson Class
				}
			}
		} {
			name = HMCS Hamilton
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					creator = USA
					version_name = Clemson Class
				}
			}
		} {
			name = HMCS Annapolis
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					creator = USA
					version_name = Clemson Class
				}
			}
		} {
			name = HMCS Columbia
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					creator = USA
					version_name = Clemson Class
				}
			}
		} {
			name = HMCS St. Croix
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					creator = USA
					version_name = Clemson Class
				}
			}
		} {
			name = HMCS St. Francis
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					creator = USA
					version_name = Clemson Class
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: autonomy_gain_warscore_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## autonomy_gain_warscore_factor

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: Event
Component: SEA_japan_foreign_policy.115
Constructs: is_triggered_only, ai_chance, limit, random_country, has_country_flag, fire_only_once, has_opinion, is_subject_of
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.115
	title = SEA_japan_foreign_policy.115.t
	desc = SEA_japan_foreign_policy.115.desc
	picture = GFX_report_event_japanese_transport_soldiers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.115.a
		ai_chance = {
			base = 10
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value = > 74
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.116
				days = 1
			}
		}
		effect_tooltip = {
			random_country = {
				limit = {
					is_subject_of = ROOT
					has_country_flag = JAP_this_is_the_country_being_negotiated_at_the_moment
				}
				FROM = {
					puppet = PREV
				}
			}
		}
	} {
		name = SEA_japan_foreign_policy.115.b
		ai_chance = {
			base = 0
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value = < 50
				}
			} {
				add = 5
				has_opinion = {
					target = FROM
					value = < 25
				}
			} {
				add = 10
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.117
				days = 1
			}
		}
		effect_tooltip = {
			every_subject_country = {
				limit = {
					has_country_flag = JAP_this_is_the_country_being_negotiated_at_the_moment
				}
				FROM = {
					create_wargoal = {
						type = puppet_wargoal_focus
						target = PREV
						expire = 0
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_exile_princes
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_timed_idea, set_country_flag
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_exile_princes
	icon = GFX_focus_rom_parties_end
	prerequisite = {
		focus = RAJ_the_red_curtain_falls_over_asia
	}
	x = -1
	y = 1
	relative_position_id = RAJ_the_red_curtain_falls_over_asia
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		try_build_civ_in_core_otherwise_build_in_controlled_2_civs = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = idea_RAJ_confiscated_princely_wealth
			days = 740
		}
		set_country_flag = RAJ_exiled_princes_flag
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_assassinate_the_king
Constructs: prerequisite, add_stability, add_opinion_modifier, completion_reward, add_political_power, set_politics, remove_resource_rights
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_assassinate_the_king
	icon = GFX_goal_commie_kill_zog
	prerequisite = {
		focus = ALB_the_peoples_republic
	}
	x = 6
	y = 3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
		add_stability = -0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		kill_ideology_leader = neutrality
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		country_event = albania.4
		ITA = {
			remove_resource_rights = 44 910
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: france.2
Constructs: is_triggered_only, add_building_construction
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.2
	title = france.2.t
	desc = france.2.d
	picture = GFX_report_event_bunker_01
	is_triggered_only = yes
	option = {
		name = france.2.a
		18 = {
			add_building_construction = {
				type = bunker
				province = 5291
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 3560
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 9472
				level = 2
				instant_build = yes
			}
		}
		29 = {
			add_building_construction = {
				type = bunker
				province = 11606
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 11483
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 575
				level = 2
				instant_build = yes
			}
		}
		785 = {
			add_building_construction = {
				type = bunker
				province = 3447
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Country Tag
Component: SOB
Constructs: has_cosmetic_tag
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
SOB = {
	original_tag = SOV
	has_cosmetic_tag = SOV_right_opposition
}