Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: HOL
Component: HOL_characters
Constructs: recruit_character
Source: game
File: history/countries/HOL - Holland.txt

Code:
# Leaders & Characters for HOL
recruit_character = HOL_hendrikus_colijn HOL_anton_mussert HOL_lou_de_visser HOL_willem_schermerhorn HOL_izaak_reijnders HOL_petrus_wilhelmus_best HOL_godfried_van_voorst_tot_voorst HOL_johannes_theodorus_furstner HOL_karel_doorman HOL_charles_douw_van_der_krap HOL_nico_van_straten HOL_hein_ter_poorten HOL_adrianus_rudolphus_van_den_bent HOL_hendrik_van_oyen HOL_hendrik_seyffardt HOL_henri_winkelman HOL_maarten_belzer HOL_marius_raaijmakers HOL_saul_de_groot HOL_antonie_pannekoek HOL_walraven_van_hall HOL_jacob_adriaan_de_wilde HOL_anton_de_kom HOL_jan_goudriaan HOL_adriaan_dijxhoorn HOL_prince_bernhard HOL_cornelis_van_geelkerken HOL_meinout_rost_van_tonningen HOL_dirk_jan_de_geer HOL_pieter_sjoerds_gerbrandy HOL_wilhelmina HOL_fanny_schoonheyt
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_capital_victory_parade
Constructs: prerequisite, limit, add_war_support, completion_reward, add_popularity, has_country_leader_with_trait, swap_country_leader_traits
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_capital_victory_parade
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = ETH_restore_the_country
	}
	dynamic = yes
	x = 2
	y = 1
	relative_position_id = ETH_restore_the_country
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_war_support = 0.05
		IF = {
			limit = {
				has_country_leader_with_trait = inexperienced_sultan
			}
			ETH_abba_jofir = {
				swap_country_leader_traits = {
					remove = inexperienced_sultan
					add = inexperienced_sultan_2
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_country_leader_with_trait = crowned_adder
			}
			ETH_haile_selassie_gugsa = {
				swap_country_leader_traits = {
					remove = crowned_adder
					add = crowned_adder_2
				}
			}
		} {
			limit = {
				has_country_leader_with_trait = tainted_ras
			}
			ETH_hailu_tekle_haymanot = {
				swap_country_leader_traits = {
					remove = tainted_ras
					add = tainted_ras_2
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/NAVY/naval_doctrine
Constructs: limit, has_country_flag, random_list, check_variable, has_doctrine, set_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/NAVY/naval_doctrine = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						check_variable = {
							EAI_FOCUS/NAVY/naval_doctrine = 0
						}
						OR = {
							EAI_FIB_doctrine = yes
							NOT = {
								EAI_FIB_doctrine = yes
								EAI_TI_doctrine = yes
								EAI_BS_doctrine = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 0.001
				NOT = {
					EAI_FIB_doctrine = yes
				}
				OR = {
					has_doctrine = new_convoy_raiding new_base_strike
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/naval_doctrine = global.EAI_FIB_DOCTRINE
			} {
				limit = {
					OR = {
						has_doctrine = new_convoy_raiding new_base_strike
					}
				}
				set_country_flag = EAI_fix_naval_doctrine_switch
			}
			set_variable = {
				EAI_FOCUS/NAVY/naval_doctrine = global.EAI_FIB_DOCTRINE
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						check_variable = {
							EAI_FOCUS/NAVY/naval_doctrine = 0
						}
						OR = {
							EAI_TI_doctrine = yes
							NOT = {
								EAI_FIB_doctrine = yes
								EAI_TI_doctrine = yes
								EAI_BS_doctrine = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 0.001
				NOT = {
					EAI_TI_DOCTRINE = yes
				}
				OR = {
					has_doctrine = new_fleet_in_being new_base_strike
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
			} {
				limit = {
					OR = {
						has_doctrine = new_fleet_in_being new_base_strike
					}
				}
				set_country_flag = EAI_fix_naval_doctrine_switch
			}
			set_variable = {
				EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						check_variable = {
							EAI_FOCUS/NAVY/naval_doctrine = 0
						}
						OR = {
							EAI_BS_doctrine = yes
							NOT = {
								EAI_FIB_doctrine = yes
								EAI_TI_doctrine = yes
								EAI_BS_doctrine = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 0.001
				NOT = {
					EAI_BS_DOCTRINE = yes
				}
				OR = {
					has_doctrine = new_fleet_in_being new_convoy_raiding
				}
			} {
			
# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_currency_reforms
Constructs: prerequisite, limit, completion_reward, has_idea, every_core_state, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_currency_reforms
	icon = GFX_focus_generic_currency_reforms
	prerequisite = {
		focus = GER_prioritize_economic_growth
	}
	x = -3
	y = 1
	relative_position_id = GER_prioritize_economic_growth
	cost = 5
	available = {
		NOT = {
			has_idea = GER_mefo_bills_ended
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_consumer_goods_factor = -0.2
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Character
Component: den_peace_proponent
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
den_peace_proponent = {
	random = no
	sprite = 13
	war_support_factor = -0.1
	stability_factor = 0.1
	ai_get_ally_desire_factor = -50
}
### Entity: Modifier Reference
Component: created_intelligence_agency
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
created_intelligence_agency = {
	operative_slot = 1
	new_operative_slot_bonus = 3
}
### Entity: Idea
Component: EAI_DD_3/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_state_flag
Source: game
File: common/scripted_localisation/WTT_china_political_struggle_localisation.txt

Code:
defined_text = {
	name = GetUrumqiPoints
	text = {
		trigger = {
			617 = {
				WTT_is_active_political_struggle_state = yes
				has_state_flag = majority_political_platform_@PREV
			}
		}
		localization_key = 617
		 = _urumqi_points
	} {
		localization_key = 
	}
}
### Entity: Idea
Component: MPL_public_school_funding
Constructs: removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_public_school_funding = {
	allowed = {
		always = no
	}
	picture = generic_army_war_college
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_thalassocracy
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_thalassocracy
	icon = GFX_focus_PHI_thalassocracy
	prerequisite = {
		focus = PHI_philippine_naval_patrol
	}
	relative_position_id = PHI_philippine_naval_patrol
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_island_nation_dynamic_modifier_tt
		add_to_variable = {
			PHI_island_nation_naval_coordination = 0.1
			tooltip = naval_coordination_tt
		} {
			PHI_island_nation_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_imperial_legacy
Constructs: shared_focus, prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_imperial_legacy
	icon = GFX_focus_CHI_the_southern_mandate
	prerequisite = {
		focus = CHI_sea_renegotiate_the_unequal_treaties
	}
	mutually_exclusive = {
		focus = CHI_sea_anti_imperialism
	}
	x = 3
	y = 1
	relative_position_id = CHI_sea_renegotiate_the_unequal_treaties
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Idea
Component: AFG_low_legitimacy_debuff
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_low_legitimacy_debuff = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_army_problems
	modifier = {
		army_core_defence_factor = -0.1
		army_core_attack_factor = -0.1
		war_support_factor = -0.1
	}
}
### Entity: Event
Component: luxembourg.407
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.407
	title = luxembourg.407.t
	desc = luxembourg.407.d
	is_triggered_only = yes
	option = {
		name = luxembourg.407.a
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_yemen_lessons
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, every_army_leader, add_planning, has_idea, swap_ideas
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_yemen_lessons
	icon = GFX_goal_infantry_flames
	cost = 8
	prerequisite = {
		focus = SAU_army_focus_1
	}
	ai_will_do = {
		factor = 5
	}
	relative_position_id = SAU_army_focus_1
	x = -1
	y = 1
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SAU_yemen_lessons
			cost_reduction = 0.35
			uses = 1
			category = land_doctrine
		}
		every_army_leader = {
			add_planning = 1
		}
		if = {
			limit = {
				has_idea = SAU_legacy_of_1934
			}
			swap_ideas = {
				remove_idea = SAU_legacy_of_1934
				add_idea = SAU_legacy_of_1934_2
			}
		}
		else_if = {
			limit = {
				has_idea = SAU_legacy_of_1934_2
			}
			swap_ideas = {
				remove_idea = SAU_legacy_of_1934_2
				add_idea = SAU_legacy_of_1934_3
			}
		} {
			limit = {
				has_idea = SAU_legacy_of_1934_3
			}
			swap_ideas = {
				remove_idea = SAU_legacy_of_1934_3
				add_idea = SAU_legacy_of_1934_4
			}
		}
	}
}
### Entity: State History
Component: 864
Constructs: add_core_of
Source: game
File: history/states/864-Yukon.txt

Code:
state = {
	id = 864
	name = STATE_864
	manpower = 4230
	state_category = wasteland
	history = {
		owner = CAN
		add_core_of = CAN
	}
	provinces = {
		3606 7869 7891
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Unit Template
Component: WUR_MTN_01
Source: game
File: common/units/names_divisions/WUR_names_divisions.txt

Code:
WUR_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		WUR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d. Gebirgsjäger-Division
	ordered = {
		1 = {
			%d. Gebirgsjäger-Division
		}
		2 = {
			%d. Gebirgsjäger-Division
		}
		3 = {
			%d. Gebirgsjäger-Division
		}
		6 = {
			%d. Gebirgsjäger-Division
		}
		4 = {
			%d. Gebirgsjäger-Division
		}
		5 = {
			%d. Gebirgsjäger-Division
		}
		7 = {
			%d. Gebirgsjäger-Division
		}
		188 = {
			%d. Gebirgsjäger-Division
		}
		157 = {
			%d. Gebirgsjäger-Division
		}
		9 = {
			%d. Gebirgsjäger-Division
		}
		8 = {
			%d. Gebirgsjäger-Division
		}
		187 = {
			1. Skijäger-Division
		}
		10 = {
			%d. Gebirgsjäger-Division
		}
		11 = {
			%d. Gebirgsjäger-Division
		}
		12 = {
			%d. Gebirgsjäger-Division
		}
		13 = {
			%d. Gebirgsjäger-Division
		}
		14 = {
			%d. Gebirgsjäger-Division
		}
		15 = {
			%d. Gebirgsjäger-Division
		}
		16 = {
			%d. Gebirgsjäger-Division
		}
		17 = {
			%d. Gebirgsjäger-Division
		}
		18 = {
			%d. Gebirgsjäger-Division
		}
		19 = {
			%d. Gebirgsjäger-Division
		}
		20 = {
			%d. Gebirgsjäger-Division
		}
		21 = {
			%d. Gebirgsjäger-Division
		}
		22 = {
			%d. Gebirgsjäger-Division
		}
		23 = {
			%d. Gebirgsjäger-Division
		}
		24 = {
			%d. Gebirgsjäger-Division
		}
		25 = {
			%d. Gebirgsjäger-Division
		}
		26 = {
			%d. Gebirgsjäger-Division
		}
		27 = {
			%d. Gebirgsjäger-Division
		}
		28 = {
			%d. Gebirgsjäger-Division
		}
		29 = {
			%d. Gebirgsjäger-Division
		}
		30 = {
			%d. Gebirgsjäger-Division
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_fortifying_the_bosporus
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_fortifying_the_bosporus
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = TUR_collaborative_civil_works_programme
	}
	x = 0
	y = 1
	relative_position_id = TUR_collaborative_civil_works_programme
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		797 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = TUR_fortifying_the_bosporus_istanbul_tt
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 3
						province = 9833
						instant_build = yes
					}
				}
			}
		}
		341 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				custom_effect_tooltip = TUR_fortifying_the_bosporus_edirne_tt
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 849
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 3893
						instant_build = yes
					} {
						type = bunker
						level = 2
						province = 11842
						instant_build = yes
					} {
						type = coastal_bunker
						level = 2
						province = 849
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Event
Component: lar_france_political_violence.3
Constructs: is_triggered_only, add_stability, add_political_power, add_popularity
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_political_violence.3
	title = lar_france_political_violence.3.t
	desc = lar_france_political_violence.3.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = lar_france_political_violence.3.a
		add_stability = -0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = neutrality
			popularity = 0.05
		}
	} {
		name = lar_france_political_violence.3.b
		add_political_power = -150
	}
}
### Entity: Effect Reference
Construct: random_state
Constructs: limit, random_state
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_state

* Supported Scopes: any
* Supported Targets: none

```
Executes children effects on a random state that fulfills the "limit" trigger.
State ids can be specified with the "prioritize" attribute and they will be
picked first if they fulfill the trigger.

```
### Entity: Event
Component: PER_imperial_events.72
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.72
	title = PER_imperial_events.72.t
	desc = PER_imperial_events.72.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.72.a
	}
}
### Entity: Shared Focus
Tree: mar_focus
Component: MAR_claim_a_fitting_title
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/r56_mari_el_union_shared.txt

Code:
shared_focus = {
	id = MAR_claim_a_fitting_title
	icon = GFX_focus_generic_manpower
	cost = 5
	prerequisite = {
		focus = MAR_ethnic_collaboration
	}
	text_icon = NORDIC_focus_style
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	relative_position_id = MAR_ethnic_collaboration
	x = 2
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_government = fascism
			}
			add_country_leader_trait = father_of_the_empire
		} {
			limit = {
				has_government = communism
			}
			add_country_leader_trait = stalin_great_commander
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_mediterranean_baiston
Constructs: prerequisite, limit, add_ideas, completion_reward, has_navy_size, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_mediterranean_baiston
	icon = GFX_goal_ANN
	available = {
		has_navy_size = {
			size = > 14
		}
	}
	prerequisite = {
		focus = ALG_oran_port
	} {
		focus = ALG_bejaia_port
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 53
	y = 4
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				460
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				460
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		add_ideas = ALG_mediterranean_bastion_idea
	}
}
### Entity: Effect Reference
Construct: add_nationality
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_nationality

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

```
Add the specified nationalty to the scoped-in operative. Examples:
add_nationality = ROOT
add_nationality = FRA

```
### Entity: National Focus
Tree: ins_focus
Component: INS_our_own_path
Constructs: prerequisite, add_war_support, completion_reward, is_subject, is_in_faction, set_rule, create_faction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_our_own_path
	icon = GFX_goal_generic_attack_allies
	available = {
		is_subject = no
		is_in_faction = no
	}
	relative_position_id = INS_the_coup
	x = 1
	y = 1
	mutually_exclusive = {
		focus = INS_the_agreement
	}
	prerequisite = {
		focus = INS_the_coup
	}
	cost = 5
	completion_reward = {
		add_war_support = 0.05
		set_rule = {
			can_create_factions = yes
		}
		create_faction = Indonesian National Front
	}
}
### Entity: National Focus
Tree: grn_focus
Component: GRN_protect_greenland
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/greenland.txt

Code:
focus = {
	id = GRN_protect_greenland
	icon = GFX_focus_DEN_protect_greenland
	text = DEN_protect_greenland
	prerequisite = {
		focus = GRN_prospecting_new_sites GRN_expand_the_ivittuut_mine
	}
	relative_position_id = GRN_develop_greenland
	x = 0
	y = 2
	bypass = {
		any_other_country = {
			has_completed_focus = GRN_protect_greenland
		}
	}
	cost = 10
	available = {
		101 = {
			is_fully_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				101 = {
					is_fully_controlled_by = ROOT
				}
			}
			101 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = dockyard
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 1
					province = 12512
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BRM_Scripted.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 1330
	division_template = Infantry Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.9
}