Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spa_focus
Component: SPA_commerce_protection
Constructs: prerequisite, completion_reward, add_tech_bonus, add_mastery_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_commerce_protection
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_glory_and_wealth_on_the_sea_lanes
	}
	icon = GFX_goal_generic_navy_cruiser
	x = 0
	y = 1
	relative_position_id = SPA_glory_and_wealth_on_the_sea_lanes
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPA_commerce_protection
			bonus = 1
			uses = 1
			category = ca_tech
		}
		add_mastery_bonus = {
			name = SPA_commerce_protection
			bonus = 0.1
			days = 240
			track = screens
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_the_war_on_atheism
Constructs: prerequisite, limit, has_government, every_country, is_major, completion_reward, is_in_faction_with, is_neighbor_of
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_war_on_atheism
	icon = GFX_focus_mex_restore_the_army_of_christ
	prerequisite = {
		focus = wuw_HUN_a_roman_catholic_state
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_a_roman_catholic_state
	will_lead_to_war_with = SOV
	cost = 10
	ai_will_do = {
		factor = 2
	}
	select_effect = {
		every_country = {
			limit = {
				has_government = communism
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					is_major = yes
					is_neighbor_of = ROOT
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	available = {
		has_government = fascism
		is_subject = no
		any_country = {
			has_government = communism
			NOT = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
			OR = {
				is_major = yes
				is_neighbor_of = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		custom_effect_tooltip = POR_the_communist_threat_tt
		every_country = {
			limit = {
				has_government = communism
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					is_major = yes
					is_neighbor_of = ROOT
				}
			}
		}
		hidden_effect = {
			every_country = {
				limit = {
					has_government = communism
					NOT = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
					OR = {
						is_major = yes
						is_neighbor_of = ROOT
					}
				}
				ROOT = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
					create_wargoal = {
						type = topple_government
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_formalize_field_promotions
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_formalize_field_promotions
	icon = GFX_focus_CHI_military_mission
	prerequisite = {
		focus = CHI_military_affairs_commission_sea
	}
	mutually_exclusive = {
		focus = CHI_set_up_an_nco_school
	}
	x = 1
	y = 1
	relative_position_id = CHI_military_affairs_commission_sea
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_army_org_factor = 0.01
			tooltip = army_org_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_training_time_factor = -0.25
			tooltip = training_time_factor_tt
		}
	}
}
### Entity: Idea
Component: AST_toe_the_line_spirit
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_toe_the_line_spirit = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.05
	}
}
### Entity: Scripted Effect
Component: MON_soviet_high_influence_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_soviet_high_influence_increase_effect = {
	custom_effect_tooltip = MON_sov_tt MON_high_influence_increase_tt
	add_to_variable = {
		sov_influence_in_mon = MON_high_influence_increase
	}
	clamp_variable = {
		var = sov_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_first_premier
Constructs: prerequisite, limit, completion_reward, is_hired_as_advisor, cancel_if_invalid, has_dlc, remove_trait, add_trait
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_first_premier
	icon = GFX_focus_PRC_the_first_premier
	prerequisite = {
		focus = PRC_the_peoples_republic
	}
	x = 6
	y = 1
	relative_position_id = PRC_the_peoples_republic
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		PRC_zhou_enlai = {
			is_hired_as_advisor = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			PRC_zhou_enlai = {
				remove_trait = {
					slot = political_advisor
					trait = PRC_multi_talented_diplomat_lar
				}
			} {
				add_trait = {
					slot = political_advisor
					trait = PRC_first_premier_trait
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			PRC_zhou_enlai = {
				remove_trait = {
					slot = political_advisor
					trait = PRC_multi_talented_diplomat_no_lar
				}
			} {
				add_trait = {
					slot = political_advisor
					trait = PRC_first_premier_trait
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
	}
}
### Entity: Country History
Country: AHV
Component: AHV_characters
Constructs: recruit_character
Source: game
File: history/countries/AHV - Aland.txt

Code:
# Leaders & Characters for AHV
recruit_character = AHV_julius_sundblom AHV_hugo_johansson AHV_carl_bjorkman
### Entity: Trigger Reference
Construct: has_annex_war_goal
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_annex_war_goal

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

```
Checks a country has annex war goal on another country
```
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_heroic_military_college
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_heroic_military_college
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = MEX_focus_military_budget_review
	}
	x = 2
	y = 1
	relative_position_id = MEX_focus_military_budget_review
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 30
		add_doctrine_cost_reduction = {
			name = land_doctrine
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		custom_effect_tooltip = available_theorist
		show_ideas_tooltip = MEX_manuel_perez_trevino
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_polish_membership
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_polish_membership
	icon = GFX_focus_generic_polish_deal
	prerequisite = {
		focus = GER_scandinavian_membership
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		NOT = {
			has_war_with = POL
		}
		SOV = {
			NOT = {
				has_war_with = POL
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = POL
			NOT = {
				country_exists = POL
			}
			POL = {
				is_subject = yes
			}
			SOV = {
				OR = {
					is_in_faction_with = POL
					has_war_with = POL
				}
			}
		}
	}
	cancel_if_invalid = yes
	x = 0
	y = 2
	relative_position_id = GER_scandinavian_membership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_polish_membership
		}
		custom_effect_tooltip = invite_non_fascist_communist_only_TT
		if = {
			limit = {
				POL = {
					NOT = {
						has_government = communism fascism
					}
					is_subject = no
				}
			}
			POL = {
				country_event = {
					id = generic.5
				}
				add_ai_strategy = {
					type = alliance
					id = GER
					value = 200
				}
			}
		}
		SOV = {
			country_event = {
				id = wtt_germany.22
			}
		}
		EST = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = -500
			}
		}
		LAT = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = -500
			}
		}
		LIT = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = -500
			}
		}
		FIN = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = -500
			}
		}
	}
}
### Entity: Scripted Effect
Component: AST_add_or_modify_forging_australias_future
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_add_or_modify_forging_australias_future = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = AST_forging_australias_future_spirit
				}
			}
		}
		add_dynamic_modifier = {
			modifier = AST_forging_australias_future_spirit
		}
	}
	ELSE = {
		custom_effect_tooltip = AST_forging_australias_future_spirit_tt
	}
}
### Entity: Event
Component: generic.10
Constructs: is_triggered_only, remove_ideas, add_war_support, clr_country_flag
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.10
	title = generic.10.t
	desc = generic.10.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = generic.10.a
		clr_country_flag = racing_for_the_bomb
		remove_ideas = race_for_the_bomb
		add_war_support = 0.05
	}
}
### Entity: Special Project
Component: sp_air_scientist_xp_generic_reward
Constructs: fire_only_once, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_scientist_xp_generic_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = 1
	}
	option = {
		token = sp_air_scientist_xp_generic_reward_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.very_high
					specialization = specialization_air
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Asiatic Fleet
Source: game
File: history/units/USA_1936_naval_mtg.txt

Code:
fleet = {
	name = Asiatic Fleet
	naval_base = 10265
	task_force = {
		name = Asiatic Fleet
		location = 10265
		ship = {
			name = USS Augusta
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = USA
					version_name = Pensacola Class
				}
			}
		} {
			name = USS Marblehead
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = USA
					version_name = Omaha Class
				}
			}
		} {
			name = USS Paul Jones
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Alden
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Barker
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS John D Edwards
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Whipple
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Edsall
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Parrott
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Bulmer
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Stewart
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Pope
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Peary
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					
# ... (truncated)
### Entity: Scope Reference
Construct: Goals
Constructs: Goals, complete_effect, cancel_effect, remove_effect
Source: vanilla_docs
File: common/factions/_documentation.md

Doc:
# Faction Goals
```
faction_goal_id = {

	name = [...] # Goal name (Loc Environment = faction + player country)
	description = [...] # Goal description (Loc Environment = faction + player country)
	category = [...] # Goal's category (short_term, medium_term or long_term)
	visible = {
		# Trigger - checks if goal will show up in selection list
		# SCOPE = ROOT = faction leader: COUNTRY / FROM = faction member: COUNTRY
	}
	available = {
		# Trigger - checks if goal will be selectable in selection list
		# SCOPE = ROOT = faction leader: COUNTRY / FROM = faction member: COUNTRY
	}
	completed = {
		# Trigger - checks if goal completion condition is fulfilled
		# NOTE if empty - the goal is never completed!
		#
		# SCOPE = faction leader: COUNTRY
	}

	group = # a categorization used by the UI to allow for filtering. UI asset will be GFX_group and the localization string will be group_FACTION_GOAL_FILTER
	
	auto_complete = yes # automatically complete goal if the progress reaches 100%
	
	ai_will_do = { #how likely the faction leader AI is to select this goal if there is a free slot
		factor = 200 
		# SCOPE = faction member: COUNTRY
	}

	complete_effect = {
		# Effect - runs once when the goal is completed
		#
		# SCOPE = faction leader: COUNTRY
	}
	
	cancel = {
		# Trigger - checks if goal should be removed from faction
		#
		# SCOPE = faction leader: COUNTRY
	}

	cancel_effect = {
		# Effect - runs once if the goal is canceled
		#
		# SCOPE = faction leader: COUNTRY
	}

	select_effect = {
		# Effect - runs once if the goal is selected, only runs if the goal is selected after game start
		#
		# SCOPE = faction leader: COUNTRY
	}
	remove_effect = {
		# Effect - runs once if the goal is removed, only runs if the goal is removed after game start
		#
		# SCOPE = faction leader: COUNTRY
	}

	# NOTE the following block is optional - for continuous goals only!
	progress = {
		# we can mark dfifferent sections of the progress give effects like modifiers to different areas of the progress
		# by doing: 
		#progress_sections = {
		#  this can hold as many sections as you want and works dynamically
		#  so you would create a new section by doing:
		#  	SectionNameLoc = {
		#  	Min = The start of the section ex 0.1 means that once 10% has been hit this section is active
		#  	Max = the end of the section ex. 0.5 means that once 50% has been passed we have leave this section 

# ... (truncated)
### Entity: Idea
Component: INS_army_idea_two_3
Constructs: war_support_factor, removal_cost, planning_speed
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_army_idea_two_3 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = INS_army
	modifier = {
		planning_speed = 0.05
		war_support_factor = 0.05
		land_doctrine_cost_factor = 0.05
		air_doctrine_cost_factor = 0.15
		naval_doctrine_cost_factor = 0.1
		military_leader_cost_factor = -0.25
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/GRE_internal_factions_scripted_gui.txt

Code:
scripted_gui = {
	gre_internal_factions_decision_ui = {
		context_type = decision_category
		window_name = gre_internal_factions_decision_ui_window
	}
}
### Entity: Unit Template
Component: MAN_INF_02
Source: game
File: common/units/names_divisions/MAN_names_divisions.txt

Code:
MAN_INF_02 = {
	name = Infantry Division
	for_countries = {
		MAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		MAN_INF_01
	}
	fallback_name = %d Man'chu Bubing Shi
	ordered = {
		1 = {
			%d Fang'tien Bubing Shi
		}
		2 = {
			%d Fang'tien Bubing Shi
		}
		3 = {
			%d Fang'tien Bubing Shi
		}
		4 = {
			%d Fang'tien Bubing Shi
		}
		5 = {
			%d Qiqihar Bubing Shi
		}
		6 = {
			%d Qiqihar Bubing Shi
		}
		7 = {
			%d Harbin Bubing Shi
		}
		8 = {
			%d Harbin Bubing Shi
		}
		9 = {
			%d Harbin Bubing Shi
		}
		10 = {
			%d Dalian Bubing Shi
		}
		11 = {
			%d Dalian Bubing Shi
		}
		12 = {
			%d Dalian Bubing Shi
		}
		13 = {
			%d Mukden Bubing Shi
		}
		14 = {
			%d Mukden Bubing Shi
		}
		15 = {
			%d Mukden Bubing Shi
		}
		16 = {
			%d Hsinking Bubing Shi
		}
		17 = {
			%d Hsinking Bubing Shi
		}
		18 = {
			%d Hsinking Bubing Shi
		}
		19 = {
			%d Hsinking Bubing Shi
		}
		20 = {
			%d Fang'tien Bubing Shi
		}
		21 = {
			%d Fang'tien Bubing Shi
		}
		22 = {
			%d Fang'tien Bubing Shi
		}
		23 = {
			%d Qiqihar Bubing Shi
		}
		24 = {
			%d Qiqihar Bubing Shi
		}
		25 = {
			%d Harbin Bubing Shi
		}
		26 = {
			%d Harbin Bubing Shi
		}
		27 = {
			%d Harbin Bubing Shi
		}
		28 = {
			%d Dalian Bubing Shi
		}
		29 = {
			%d Dalian Bubing Shi
		}
		30 = {
			%d Dalian Bubing Shi
		}
	}
}
### Entity: Character
Component: GER_wilhelm_zaisser
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/GER.txt

Code:
GER_wilhelm_zaisser = {
	name = GER_wilhelm_zaisser
	portraits = {
		civilian = {
			small = GFX_portrait_GER_wilhelm_zaisser_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_wilhelm_zaisser
		allowed = {
			original_tag = GER
			has_dlc = Gotterdammerung La Resistance
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = GER_remilitarize_the_rhineland GER_monarchist_sentiment
				}
			}
		}
		available = {
			has_completed_focus = GER_formalize_the_intelligence_wing
		}
		traits = {
			GER_intelligence_coordinator
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Faction
Component: change_leader_rule_industry
Constructs: change_leader_rule_industry, change_leader_rules, has_industry_to_become_leader, is_faction_leader
Source: game
File: common/factions/rules/change_leader_rules.txt

Code:
change_leader_rule_industry = {
	type = change_leader_rules
	trigger = {
		has_industry_to_become_leader = yes
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 5
			is_faction_leader = yes
			OR = {
				industrial_complex = > 100
				arms_factory = > 100
			}
		}
	}
}
### Entity: Idea
Component: PER_continue_sending_cadets_abroad
Constructs: removal_cost, decryption_factor
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_continue_sending_cadets_abroad = {
	picture = generic_infantry_bonus
	removal_cost = -1
	modifier = {
		decryption_factor = 0.15
		army_morale_factor = 0.05
	}
}
### Entity: Effect Reference
Construct: add_days_remove
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_days_remove

* Supported Scopes: COUNTRY
* Supported Targets: none

```
adds/removes days to 'days_remove' value of a decision
Example:
add_days_remove  = {
    decision = <some_decision>
    days = 30
}

```
### Entity: Decision
Component: ISR_knesset_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/ISR_decision_categories.txt

Code:
ISR_knesset_category = {
	icon = GFX_decision_category_usa_congress
	scripted_gui = ISR_knesset_scripted_gui
	priority = 100
	visible_when_empty = yes
	allowed = {
		original_tag = ISR
	}
	visible = {
		has_completed_focus = ISR_convene_knesset
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_reinforce_western_naval_bases
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, is_special_project_completed, set_state_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_reinforce_western_naval_bases
	icon = GFX_SOV_reinforce_western_naval_bases_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_expand_the_red_fleet
	}
	x = -3
	y = 1
	relative_position_id = SOV_expand_the_red_fleet
	cost = 5
	available = {
		195 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		195 = {
			if = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					ROOT = {
						is_special_project_completed = sp:sp_air_radar
					}
					radar_station = < 1
				}
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 3151
			}
			else = {
				custom_effect_tooltip = SOV_reinforce_western_naval_bases_radar_tt
			}
			set_state_flag = SOV_naval_bases_reinforced_flag
		}
		custom_effect_tooltip = generic_skip_one_line_tt SOV_reinforce_western_naval_bases_other_states_tt
		if = {
			limit = {
				has_full_control_of_state = 111
			}
			111 = {
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 11105
				}
				set_state_flag = SOV_naval_bases_reinforced_flag
			}
		} {
			limit = {
				has_full_control_of_state = 812
			}
			812 = {
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 3152
				}
				set_state_flag = SOV_naval_bases_reinforced_flag
			}
		} {
			limit = {
				has_full_control_of_state = 808
			}
			808 = {
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 9340
				}
				set_state_flag = SOV_naval_bases_reinforced_flag
			}
		} {
			limit = {
				has_ful
# ... (truncated)
### Entity: Character
Component: RKA_heinrich_schnee
Source: game
File: common/characters/RKA.txt

Code:
RKA_heinrich_schnee = {
	name = RKA_heinrich_schnee
	portraits = {
		civilian = {
			large = GFX_portrait_GER_heinrich_schnee
			small = GFX_portrait_GER_heinrich_schnee_small
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			GER_reichskommissar_trait
		}
		expire = 1987.1.1.1
		id = -1
	}
}