Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_sturdy_aircraft
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_sturdy_aircraft
	icon = GFX_goal_generic_air_fighter
	mutually_exclusive = {
		focus = JAP_sea_long_operational_range
	}
	prerequisite = {
		focus = JAP_escort_efficiency
	}
	relative_position_id = JAP_escort_efficiency
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_kawanishi_aircraft_company_organization = {
				add_mio_size = 2
			}
			mio:JAP_tachikawa_aircraft_company_organization = {
				add_mio_size = 2
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		JAP_add_or_modify_army_and_naval_air_services = yes
		add_to_variable = {
			JAP_airforce_air_range_factor = -0.05
			tooltip = air_range_factor_tt
		} {
			JAP_airforce_air_defence_factor = 0.1
			tooltip = air_defence_factor_tt
		} {
			JAP_airforce_air_accidents_factor = -0.05
			tooltip = air_accidents_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_sea_sturdy_aircraft_tt
	}
}
### Entity: Country History
Country: AHV
Component: AHV_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/AHV - Aland.txt

Code:
# Politics & Parties for AHV
set_stability = 0.7
set_war_support = 0.7
add_ideas = {
	limited_conscription
}
set_politics = {
	ruling_party = democratic
	last_election = 1931.1.15
	election_frequency = 72
	elections_allowed = yes
}
set_popularities = {
	democratic = 80
	fascism = 1
	neutrality = 19
}
### Entity: Country History
Country: SMI
Component: SMI_technology
Constructs: set_technology
Source: game
File: history/countries/SMI - Sami.txt

Code:
# Starting Technologies for SMI
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: AI Strategy
Component: SOV_training
Source: game
File: common/ai_navy/goals/goals_SOV.txt

Code:
SOV_training = {
	objective_type = training
	available_for = {
		SOV
	}
	min_priority = 10
	max_priority = 20
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_autonomy_for_the_tribes
Constructs: prerequisite, add_ideas, has_government, completion_reward, allow_branch, add_popularity, add_country_leader_trait
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_autonomy_for_the_tribes
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	allow_branch = {
		tag = NRU
	}
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = GEN_Strenghten_Monarchy GEN_Strenghten_Democracy
	}
	x = 53
	y = 3
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = {
			NRU_tribal_council
		}
		add_country_leader_trait = PAK_national_unifier
	}
}
### Entity: Event
Component: quebec.18
Constructs: is_triggered_only, add_stability, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.18
	title = quebec.18.t
	desc = quebec.18.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.18.a
		add_political_power = 50
		add_stability = 0.05
		add_opinion_modifier = {
			target = CAN
			modifier = huge_increase
		}
		CAN = {
			add_opinion_modifier = {
				target = QUE
				modifier = huge_increase
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_adapt_and_improve
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_adapt_and_improve
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = ETH_encourage_local_development ETH_state_owned_industry
	}
	mutually_exclusive = {
		focus = ETH_increased_factory_output
	}
	x = 0
	y = 1
	relative_position_id = ETH_encourage_local_development
	cost = 5
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			OR = {
				has_government = democratic
				has_completed_focus = ETH_callout_to_the_world
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = ETH_adapt_and_improve_tt
		add_to_variable = {
			ETH_air_equipment_upgrade_xp_cost = -0.25
		} {
			ETH_land_equipment_upgrade_xp_cost = -0.25
		}
		army_experience = 10
		air_experience = 10
	}
}
### Entity: State History
Component: 1058
Constructs: add_core_of
Source: game
File: history/states/1058-Batavia.txt

Code:
state = {
	id = 1058
	name = STATE_1058
	manpower = 3845381
	state_category = large_city
	resources = {

	}
	history = {
		owner = INS
		add_core_of = INS
		victory_points = {
			7381 25
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 1
			arms_factory = 2
			dockyard = 1
			air_base = 1
			7381 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		7381 12249 4406
	}
	local_supplies = 5.0
}
### Entity: National Focus
Tree: por_focus
Component: POR_found_the_portuguese_legion
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_found_the_portuguese_legion
	prerequisite = {
		focus = POR_extend_PVDE_security_duties
	}
	icon = GFX_focus_por_portuguese_legion
	cost = 5
	ai_will_do = {
		base = 20
	}
	x = -1
	y = 1
	relative_position_id = POR_extend_PVDE_security_duties
	completion_reward = {
		add_ideas = POR_the_portuguese_legion
		custom_effect_tooltip = CHL_skip_one_line_tt available_chief_of_army
		show_ideas_tooltip = POR_francisco_jose_nobre_guedes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: limit, has_country_flag, has_variable, check_variable, clear_variable, set_variable, clr_country_flag, set_country_flag
Source: game
File: common/scripted_guis/EAI_army_config_scripted_gui.txt

Code:
scripted_gui = {
	EAI_army_config = {
		context_type = player_context
		window_name = EAI_config_ARMY_window
		dirty = ROOT.EAI_refresh_gui
		visible = {
			has_variable = EAI_configuration_target
			has_country_flag = EAI_config_ARMY
		}
		effects = {
			EAI_config_ARMY_L1_click = {
				if = {
					limit = {
						ROOT = {
							check_variable = {
								EAI_config_ARMY_show_category = 101
							}
						}
					}
					ROOT = {
						clear_variable = EAI_config_ARMY_show_category
					}
				}
				else = {
					ROOT = {
						set_variable = {
							EAI_config_ARMY_show_category = 101
						}
					}
				}
				EAI_refresh_gui = yes
			}
			EAI_config_ARMY_L1b_click = {
				if = {
					limit = {
						ROOT = {
							check_variable = {
								EAI_config_ARMY_show_category = 101.5
							}
						}
					}
					ROOT = {
						clear_variable = EAI_config_ARMY_show_category
					}
				}
				else = {
					ROOT = {
						set_variable = {
							EAI_config_ARMY_show_category = 101.5
						}
					}
				}
				EAI_refresh_gui = yes
			}
			EAI_config_ARMY_L2_click = {
				if = {
					limit = {
						ROOT = {
							check_variable = {
								EAI_config_ARMY_show_category = 102
							}
						}
					}
					ROOT = {
						clear_variable = EAI_config_ARMY_show_category
					}
				}
				else = {
					ROOT = {
						set_variable = {
							EAI_config_ARMY_show_category = 102
						}
					}
				}
				EAI_refresh_gui = yes
			}
			EAI_config_ARMY_L2b_click = {
				if = {
					limit = {
						ROOT = {
							check_variable = {
								EAI_config_ARMY_show_category = 102.5
							}
						}
					}
					ROOT = {
						clear_variable = EAI_config_ARMY_show_category
					}
				}
				else = {
					ROOT = {
						set_variable = {
							EAI_config_ARMY_show_category = 102.5
						}
					}
				}
				EAI_refresh_gui = yes
			}
			EAI_config_ARMY_L3_click = {
				if = {
					limit = {
						ROOT = {
							check_variable = {
								EAI_config_ARMY_show_category = 103
							}
						}
					}
					ROOT = {
						clear_variable = EAI_config_ARMY_show_category
					}
				}
				else = {
					ROOT = {
						set_variable = {
							EAI_config_ARMY_show_category = 103
						}
					}
				}
				EAI_refresh_gui = yes
			}
			EAI_config_ARMY_L4_click = {
				if = {
					limit = {
						ROOT = {
							check_variable = {
								EAI_config_ARMY_show_category = 104
							}
						}
					}
					ROOT 
# ... (truncated)
### Entity: Character
Component: ETH_viking_tamm
Constructs: has_government, has_country_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_viking_tamm = {
	name = ETH_viking_tamm
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_viking_tamm_small
		}
	}
	advisor = {
		slot = theorist
		ledger = army
		idea_token = ETH_viking_tamm
		allowed = {
			original_tag = ETH
		}
		available = {
			NOT = {
				has_government = fascism
			} {
				has_government = communism
			} {
				has_country_flag = ETH_selassie_left_flag
			}
		}
		traits = {
			military_theorist
		}
		on_add = {
			owner = {
				ETH_BOP_centralization_small_effect = yes
			}
		}
		on_remove = {
			owner = {
				ETH_BOP_decentralization_small_effect = yes
			}
		}
	}
}
### Entity: Character
Component: CHL_alfredo_portales_mourgues
Constructs: has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_alfredo_portales_mourgues = {
	name = CHL_alfredo_portales_mourgues
	portraits = {
		army = {
			large = GFX_portrait_CHL_alfredo_portales_mourgues
			small = GFX_portrait_CHL_alfredo_portales_mourgues_small
		}
	}
	corps_commander = {
		traits = {
			winter_specialist
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = fascism
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.60
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.60
	title = mtg_britain.60.t
	desc = mtg_britain.60.d
	picture = GFX_report_event_eng_mosley_speech
	is_triggered_only = yes
	option = {
		name = mtg_britain.60.a
		GER = {
			add_opinion_modifier = {
				target = ENG
				modifier = ENG_spoke_out_against_us
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_rapid_industrial_expansion
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_rapid_industrial_expansion
	icon = GFX_focus_SOV_organize_wreckers
	prerequisite = {
		focus = ETH_adapt_and_improve ETH_increased_factory_output
	}
	mutually_exclusive = {
		focus = ETH_bomb_proofing
	}
	x = 0
	y = 1
	relative_position_id = ETH_adapt_and_improve
	cost = 5
	available = {

	}
	ai_will_do = {
		base = 1.5
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_rapid_industrial_expansion_tt
		add_to_variable = {
			ETH_production_speed_buildings_factor = 0.1
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_strengthen_the_empire
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_strengthen_the_empire
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_restore_the_empire
	}
	icon = GFX_goal_generic_demand_territory
	x = -2
	y = 1
	relative_position_id = SPA_restore_the_empire
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_restore_the_empire_2mil
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_restore_the_empire_2civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_restore_the_empire_2civ
				}
			}
			set_state_flag = SPA_restore_the_empire_2mil
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_steel_focus
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_resource, add_tech_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_steel_focus
	icon = GFX_focus_generic_steel
	x = 31
	y = 2
	cost = 10
	available = {
		controls_state = 459
	}
	bypass = {
		NOT = {
			controls_state = 459
		}
	}
	prerequisite = {
		focus = ALG_mil_focus
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				459
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 12
			}
		}
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 1
			category = excavation_tech
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.28
Constructs: is_triggered_only, ai_chance, add_stability, set_autonomy
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.28
	title = BBA_ethiopia_communist_events.28.t
	desc = BBA_ethiopia_communist_events.28.desc
	is_triggered_only = yes
	picture = GFX_report_event_stalin_meeting
	option = {
		name = BBA_ethiopia_communist_events.28.a
		ai_chance = {
			base = 10
		}
		SOV = {
			puppet = ETH
			hidden_effect = {
				set_autonomy = {
					target = ETH
					autonomous_state = autonomy_puppet
					freedom_level = 0.4
				}
			}
			add_stability = 0.1
		}
	}
}
### Entity: Unit Leader
Component: 7
Constructs: planning_speed
Source: game
File: common/unit_leader/00_planning_skills.txt

Code:
7 = {
	cost = 6400
	type = corps_commander
	modifier = {
		planning_speed = 0.35
		max_planning = 0.14
	}
}
### Entity: Idea
Component: EAI_DD_13/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Manufacturing_Plants
Constructs: shared_focus, has_completed_focus, prerequisite, completion_reward, has_focus_autohide_rule_trigger_r56, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Manufacturing_Plants
	icon = GFX_goal_generic_light_industry
	cost = 10
	ai_will_do = {
		factor = 15
	}
	prerequisite = {
		focus = RAJ_Electrification_of_India RAJ_Solidify_Business_Ties
	} {
		focus = RAJ_Import_Industrial_Machinery
	}
	x = -3
	y = 3
	relative_position_id = RAJ_Irrigation_Infrastructure
	offset = {
		x = 1
		y = 1
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = RAJ_India_United_under_Britain RAJ_Foster_Private_Investment
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				438
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				440 436
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 339
Constructs: add_core_of
Source: game
File: history/states/339-Izmir.txt

Code:
state = {
	id = 339
	name = STATE_339
	manpower = 1401889
	resources = {
		chromium = 50
	}
	state_category = large_town
	history = {
		owner = TUR
		victory_points = {
			4112 15
		} {
			928 5
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 2
			4112 = {
				naval_base = 5
			}
		}
		add_core_of = TUR
	}
	provinces = {
		928 3927 4112 6992 7130 9921 9929 10038 11848 11898
	}
	local_supplies = 8.0
}
### Entity: Event
Component: wuw_GER_weltpolitik.20
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, fire_only_once, every_state, is_core_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_weltpolitik.20
	title = wuw_GER_weltpolitik.20.t
	desc = wuw_GER_weltpolitik.20.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = wuw_GER_weltpolitik.20.a
		ai_chance = {
			factor = 100
		}
		add_war_support = 0.01
		add_stability = 0.01
		every_state = {
			limit = {
				is_core_of = ANG
				is_owned_and_controlled_by = FROM
			}
			transfer_state_to = ROOT
		}
	}
}
### Entity: Event
Component: lar_portugal_navy_mutiny.3
Constructs: is_triggered_only, limit, check_variable, set_country_flag, add_manpower
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_navy_mutiny.3
	title = lar_portugal_navy_mutiny.3.t
	desc = {
		text = lar_portugal_navy_mutiny.3.desc
		trigger = {
			check_variable = {
				POR_ships_revolted = 0
			}
		}
	} {
		text = lar_portugal_navy_mutiny.3_extra.desc
		trigger = {
			check_variable = {
				POR_ships_revolted = > 0
			}
		}
	}
	picture = GFX_report_event_portugal_navy_mutiny_prisoners
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					check_variable = {
						POR_ships_revolted = > 0
					}
				}
				transfer_ship = {
					type = destroyer
					prefer_name = NRP Dão
					target = transfer_target
				}
				if = {
					limit = {
						check_variable = {
							POR_ships_revolted = > 1
						}
					}
					transfer_ship = {
						type = destroyer
						prefer_name = NRP Douro
						target = transfer_target
					}
					if = {
						limit = {
							check_variable = {
								POR_ships_revolted = > 2
							}
						}
						transfer_ship = {
							type = destroyer
							prefer_name = NRP Tejo
							target = transfer_target
						}
						if = {
							limit = {
								check_variable = {
									POR_ships_revolted = > 3
								}
							}
							transfer_ship = {
								type = destroyer
								prefer_name = NRP Tamega
								target = transfer_target
							}
						}
					}
				}
				SPD = {
					country_event = {
						id = lar_portugal_navy_mutiny.4
					}
					set_country_flag = POR_got_portuguese_mutineers_flag
				}
			}
		}
	}
	option = {
		name = lar_portugal_navy_mutiny.3.a
		add_manpower = -500
		if = {
			limit = {
				check_variable = {
					POR_ships_revolted = 0
				}
			}
			custom_effect_tooltip = lar_portugal_navy_mutiny.3_no_ships_tt
		}
		else = {
			custom_effect_tooltip = lar_portugal_navy_mutiny.3_ships_tt
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_caribbean_unity
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_non_aggression_pact_with, annex_country
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_caribbean_unity
	icon = GFX_goal_generic_befriend_united_caribbean
	cost = 10
	prerequisite = {
		focus = CUB_unite_hispaniola
	}
	relative_position_id = CUB_unite_hispaniola
	x = 0
	y = 1
	available = {
		is_subject = no
		has_non_aggression_pact_with = DOM
		DOM = {
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		DOM = {
			country_event = cuba.16
		}
		effect_tooltip = {
			annex_country = {
				target = DOM
				transfer_troops = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_holy_lands
Constructs: prerequisite, limit, owns_state, has_war_with, add_war_support, completion_reward, has_full_control_of_state, is_fully_controlled_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_holy_lands
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = ITA_deus_vult
	}
	x = 2
	y = 1
	relative_position_id = ITA_deus_vult
	cost = 10
	available = {
		OR = {
			AND = {
				owns_state = 454
				has_full_control_of_state = 454
			}
			454 = {
				is_fully_controlled_by = owner
				owner = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					owns_state = 454
				}
				454 = {
					is_fully_controlled_by = owner
					owner = {
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			454 = {
				owner = {
					country_event = {
						id = BBA_italy_interaction_events.666
						hours = 6
						random_hours = 2
					}
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				transfer_state = 454
				add_war_support = 0.03
				454 = {
					set_state_category = town
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = bunker
						level = 2
						province = 4206
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 1086
						instant_build = yes
					}
					if = {
						limit = {
							anti_air_building = < 5
						}
						add_building_construction = {
							type = anti_air_building
							level = 1
							instant_build = yes
						}
					}
				}
			}
		}
		else_if = {
			limit = {
				owns_state = 454
				has_full_control_of_state = 454
			}
			add_war_support = 0.03
			454 = {
				set_state_category = town
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = bunker
					level = 2
					province = 4206
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 1086
					instant_build = yes
				}
				if = {
					limit = {
						anti_air_building = < 5
					}
					add_building_construction = {
						type = anti_air_building
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_absurdly_high_increase_balbo_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_absurdly_high_increase_balbo_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 1
		tooltip_side = ITA_balbo_side
	}
}
### Entity: Idea
Component: PAL_joint_military_exercises
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_joint_military_exercises = {
	picture = generic_reserve_divisions
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.1
		attrition = -0.1
	}
}
### Entity: Order of Battle
Component: 5a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 5a Brigada Legionario
	location = 11737
	division_template = Brigada Legionario
}