Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: PAL_sharing_means_production
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_sharing_means_production = {
	picture = generic_foreign_capital
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Scripted Trigger
Component: EAI_RESOURCE_has_fuel_shortage
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_RESOURCE_has_fuel_shortage = {
	check_variable = {
		EAI_fuel_resource_shortage = 3
	}
}
### Entity: Event
Component: news.181
Constructs: is_triggered_only, has_government, save_event_target_as
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.181
	title = news.181.t
	desc = news.181.d
	picture = GFX_news_event_french_parade
	major = yes
	is_triggered_only = yes
	immediate = {
		FRA = {
			save_event_target_as = France
		}
	}
	option = {
		name = news.181.a
		trigger = {
			OR = {
				tag = FRA ITA
			}
		}
	} {
		name = news.181.b
		trigger = {
			NOT = {
				tag = FRA
			} {
				tag = ITA
			}
			has_government = democratic
		}
	} {
		name = news.181.c
		trigger = {
			NOT = {
				tag = FRA
			} {
				tag = ITA
			} {
				has_government = democratic
			}
		}
	}
}
### Entity: Idea
Component: king_peter_1
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
king_peter_1 = {
	picture = YUG_peter_ii
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
	}
}
### Entity: Event
Component: indonesia.6
Constructs: is_triggered_only
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.6
	title = indonesia.6.t
	desc = indonesia.6.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = indonesia.6.a
	}
}
### Entity: Event
Component: JUNO_brazil_events.201
Constructs: has_completed_focus, has_government, fire_only_once, has_dlc
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.201
	title = JUNO_brazil_events.201.t
	desc = JUNO_brazil_events.201.d
	picture = GFX_report_event_election_vote
	trigger = {
		has_dlc = Trial of Allegiance
		original_tag = BRA
		date = > 1938.07.01
		has_government = democratic
		has_completed_focus = BRA_repeal_the_national_security_law
		NOT = {
			OR = {
				has_completed_focus = BRA_romanticize_the_old_empire BRA_tribunal_de_seguranca_nacional BRA_launch_the_revolution
			}
		}
	}
	mean_time_to_happen = {
		days = 1
	}
	hidden = yes
	fire_only_once = yes
	immediate = {
		country_event = {
			id = JUNO_brazil_events.200
			days = 1
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_empower_smetona
Constructs: prerequisite, has_war, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_empower_smetona
	icon = GFX_focus_generic_strike_at_democracy2
	relative_position_id = LIT_adopt_a_new_constitution
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_exile_voldemaras
	} {
		focus = LIT_adopt_a_new_constitution
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			threat = > 0.3
			has_war = yes
		}
	}
	completion_reward = {
		unlock_decision_tooltip = LIT_state_of_emergency
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_consolidate_le_chefs_rule
Constructs: prerequisite, has_government, add_stability, completion_reward, is_subject, add_country_leader_trait
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_consolidate_le_chefs_rule
	icon = GFX_goal_generic_election_chaos
	prerequisite = {
		focus = QUE_abandon_electorialism
	}
	relative_position_id = QUE_abandon_electorialism
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = democratic neutrality
		} {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_stability = 0.05
		add_country_leader_trait = nationalist_symbol
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_prioritize_new_shipyard_centers_56
Constructs: shared_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, random_owned_controlled_state
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_prioritize_new_shipyard_centers_56
	icon = GFX_focus_generic_shipbuilding
	cost = 10
	ai_will_do = {
		base = 5
	}
	x = 1
	y = 1
	relative_position_id = RAJ_asias_regional_naval_power_r56
	prerequisite = {
		focus = RAJ_asias_regional_naval_power_r56
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = RAJ_aggressive_naval_buildup_r56
			add_idea = RAJ_aggressive_naval_buildup_2_r56
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				428
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				423
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				431
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: IVO
Component: IVO_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/IVO - Ivory Coast.txt

Code:
# Politics & Parties for IVO
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Character
Component: SIK_the_king_of_sinkiang
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SIK_the_king_of_sinkiang = {
	random = no
	sprite = 13
	conscription_factor = 0.1
	drift_defence_factor = 0.5
	army_core_defence_factor = 0.05
	justify_war_goal_time = -0.15
}
### Entity: Idea
Component: PAL_free_arab_legion_idea
Constructs: army_attack_factor, removal_cost, send_volunteer_divisions_required
Source: game
File: common/ideas/palestine.txt

Code:
PAL_free_arab_legion_idea = {
	picture = FRA_scw_intervention_nationalists_focus
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = 150
		army_attack_factor = 0.05
		send_volunteer_divisions_required = -0.5
	}
}
### Entity: Idea
Component: PRC_dbj_nav_air
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_dbj_nav_air = {
	picture = generic_naval_manufacturer_2
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_revive_the_navy_and_air_force
	}
	cost = 150
	removal_cost = 10
	traits = {
		naval_aircraft_manufacturer
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_improve_civilian_industry_capacity
Constructs: shared_focus, prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_improve_civilian_industry_capacity
	icon = GFX_goal_generic_building_our_industry
	prerequisite = {
		focus = GEN_expand_civilian_manufacturers
	}
	x = 0
	y = 1
	relative_position_id = GEN_expand_civilian_manufacturers
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 0
			date = < 1938.6.1
			num_of_controlled_states = < 3
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 2
					include_locked = yes
				}
			}
		}
	}
	available = {
		has_tech = construction2
		num_of_controlled_states = > 0
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				original_tag = HUN
			}
			unlock_decision_category_tooltip = HUN_gyor_program_decision_category
		} {
			limit = {
				num_of_controlled_states = > 0
				NOT = {
					any_owned_state = {
						is_core_of = ROOT
					}
				}
			}
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: HOL_secret_staff_talks
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/HOL_decision_categories.txt

Code:
HOL_secret_staff_talks = {
	icon = hol_secret_staff_talks
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	visible = {
		has_completed_focus = HOL_secret_staff_talks
		date = < 1942.01.01
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_stimulate_mongol_traditions_in_mongolia
Constructs: prerequisite, limit, completion_reward, is_subject, is_subject_of, is_core_of, is_controlled_by, add_relation_modifier
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_stimulate_mongol_traditions_in_mongolia
	icon = GFX_goal_MON_mon_cavalry
	cost = 5
	prerequisite = {
		focus = KAL_claim_greater_mongolia
	}
	relative_position_id = KAL_claim_greater_mongolia
	x = 0
	y = 1
	ai_will_do = {
		factor = 5
	}
	text_icon = NORDIC_focus_style
	available = {
		is_subject = no
		OR = {
			MON = {
				is_subject_of = ROOT
			}
			any_state = {
				is_core_of = MON
				is_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					tag = MON
				}
			}
			add_relation_modifier = {
				target = MON
				modifier = JAP_pro_mongol_propaganda
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: MEN_japanese_tank_designs
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_japanese_tank_designs = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = man_five_year_plan_tank
	research_bonus = {
		armor = 0.1
		artillery = 0.05
	}
}
### Entity: Character
Component: ALG_democratic_guy
Constructs: has_government
Source: game
File: common/characters/ALG.txt

Code:
ALG_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ALG_democratic_guy
		allowed = {
			original_tag = ALG
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: Idea
Component: GRE_political_instability_communist
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_political_instability_communist = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = no
	}
	picture = gre_political_instability_communism
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		production_speed_buildings_factor = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_FIB_BC_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_FIB_BC_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_FIB_BC_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bc
		value = 7
	}
}
### Entity: Character
Component: MEN_megata_toshiro
Source: game
File: common/characters/MEN.txt

Code:
MEN_megata_toshiro = {
	advisor = {
		slot = political_advisor
		idea_token = MEN_megata_toshiro
		allowed = {
			original_tag = MEN
		}
		traits = {
			armaments_organizer
		}
	}
	name = MEN_megata_toshiro
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Idea
Component: neutrality_influence
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
neutrality_influence = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		neutrality_drift = 0.1
		neutrality_acceptance = 85
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_joint_aluminum_mining_company
Constructs: prerequisite, completion_reward, has_full_control_of_state, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_joint_aluminum_mining_company
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = HUN_trade_deal_with_germany
	}
	x = 0
	y = 2
	relative_position_id = HUN_renounce_the_treaty_of_trianon
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {
		ROOT = {
			has_full_control_of_state = 43
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		43 = {
			add_resource = {
				type = aluminium
				amount = 16
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_industrialization_of_central_anatolia
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_the_industrialization_of_central_anatolia
	icon = GFX_goal_generic_construction_tools
	prerequisite = {
		focus = TUR_connecting_the_eastern_provinces
	}
	x = 0
	y = 1
	relative_position_id = TUR_connecting_the_eastern_provinces
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_tech = construction2
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_the_industrialization_of_central_anatolia
			bonus = 1
			uses = 2
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: PRC_socialism_with_chinese_characteristics_4
Constructs: research_speed_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_socialism_with_chinese_characteristics_4 = {
	name = PRC_socialism_with_chinese_characteristics
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.03
		trade_opinion_factor = 0.25
		industrial_capacity_factory = 0.05
	}
}
### Entity: Idea
Component: EAI_DD_12/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_establish_the_bcra
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_establish_the_bcra
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = ARG_end_of_economic_depresion
	}
	x = 41
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = establish_the_bcra
	}
}
### Entity: Effect Reference
Construct: activate_mission_tooltip
Constructs: activate_mission_tooltip, unlock_mission_tooltip
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## activate_mission_tooltip

* Supported Scopes: COUNTRY
* Supported Targets: none

```
shows mission will activate and name. Activation needs to be handled manually, effect is just an easier way to display name of mission.
Example: unlock_mission_tooltip = some_mission_here
```
### Entity: Unit Template
Component: NZL_MOT_01
Source: game
File: common/units/names_divisions/NZL_names_divisions.txt

Code:
NZL_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		NZL
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		NZL_CAV_01
	}
	fallback_name = %d Motor Division
	ordered = {
		1 = {
			%dst NZ Motor Division
		}
		2 = {
			%dnd NZ Motor Division
		}
		3 = {
			%drd NZ Motor Division
		}
		4 = {
			%dth NZ Motor Division
		}
		5 = {
			%dth NZ Motor Division
		}
		6 = {
			%dth NZ Motor Division
		}
		7 = {
			%dth NZ Motor Division
		}
		8 = {
			%dth NZ Motor Division
		}
		9 = {
			%dth NZ Motor Division
		}
		10 = {
			%dth NZ Motor Division
		}
		11 = {
			%dth NZ Motor Division
		}
		12 = {
			%dth NZ Motor Division
		}
		13 = {
			%dth NZ Motor Division
		}
		14 = {
			%dth NZ Motor Division
		}
		15 = {
			%dth NZ Motor Division
		}
		16 = {
			%dth NZ Motor Division
		}
		17 = {
			%dth NZ Motor Division
		}
		18 = {
			%dth NZ Motor Division
		}
		19 = {
			%dth NZ Motor Division
		}
		20 = {
			%dth NZ Motor Division
		}
		21 = {
			%dst NZ Motor Division
		}
		22 = {
			%dnd NZ Motor Division
		}
		23 = {
			%drd NZ Motor Division
		}
	}
}
### Entity: Technology
Component: sp_rockets_rocket_bomber
Constructs: is_special_project_completed, allow_branch, has_dlc, is_special_project_tech, enable_equipment_modules, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_rockets_flying_bomb
		}
	}
	allow_branch = {
		has_dlc = By Blood Alone
	}
	special_project_specialization = {
		specialization_air
	}
	is_special_project_tech = yes
	enable_equipment_modules = {
		rocket_propelled_bombs
	}
	path = {
		leads_to_tech = sp_rockets_improved_rocket_bomber
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1944
	folder = {
		name = electronics_folder
		position = {
			x = 2
			y = @rockets_1944
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		rocketry
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_foreign_industrial_aid
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, has_idea, has_non_aggression_pact_with, is_subject_of
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_foreign_industrial_aid
	available = {
		OR = {
			ENG = {
				has_idea = SPR_equipment_shipments
			}
			USA = {
				has_idea = SPR_equipment_shipments
			}
			FRA = {
				has_idea = SPR_equipment_shipments
			}
			AND = {
				has_completed_focus = SPR_enemies_of_our_enemy
				OR = {
					has_non_aggression_pact_with = GER ITA
				}
			}
			NOT = {
				is_subject_of = SOU
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_those_who_would_not_help_us SPR_enemies_of_our_enemy
	}
	icon = GFX_focus_generic_industry_2
	x = 1
	y = 1
	relative_position_id = SPR_those_who_would_not_help_us
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_foreign_industrial_aid_2civ
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SPR_foreign_industrial_aid_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 = {
		if = {
			limit = {
				has_idea = SPA_recovering_from_civil_war_3
			}
			remove_ideas = SPA_recovering_from_civil_war_3
		}
		else_if = {
			limit = {
				has_idea = SPA_recovering_from_civil_war_2
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war_2
				add_idea = SPA_recovering_from_civil_war_3
			}
		} {
			limit = {
				has_idea = SPA_recovering_from_civil_war
			}
			swap_ideas = {
				remove_idea = SPA_recovering_from_civil_war
				add_idea = SPA_recovering_from_civil_war_2
			}
		} {
			limit = {
				NOT = {
					has_global_flag = scw_over
				}
			}
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPA_recovering_from_civil_war
					add_idea = SPA_recovering_from_civil_war_2
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPR_foreign_industrial_aid_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_facto
# ... (truncated)
### Entity: Effect Reference
Construct: set_sub_doctrine
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_sub_doctrine

* Supported Scopes: COUNTRY
* Supported Targets: none

Activate (unlock and assign) the specified subdoctrine.
	By default, the subdoctrine is assigned to the first matching track that the system can find.
	However, you can also specify a specific folder and track index to assign the subdoctrine to, in case
	the same track appears in multiple folders, or multiple times in the same folder

	### Examples - SIMPLE VERSION
	```
	GER = {
		set_sub_doctrine = mobile_infantry
	}
	```
	### Examples - EXTENDED VERSION
	```
	GER = {
		set_sub_doctrine = {
			sub_doctrine = mobile_infantry
			folder = land # Optional, in case you need to specify the folder
			track = 1 # Optional, in case you need to specify the track index within the folder.
			# Note that this is the track index (starting with 0) among ALL the tracks in the folder, not just the ones that match the subdoctrine.
			# So in a case where a grand doctrine has the tracks: 'infantry - armor - armor - operations', you would use
			# track = 1 to refer to the first armor track, and track = 2 to refer to the second armor track.
		}
	}
	```
### Entity: Country History
Country: ADU
Component: ADU_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ADU - Andalusia.txt

Code:
# Politics & Parties for ADU
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 5
	fascism = 5
	communism = 5
	neutrality = 85
}
### Entity: Achievement
Component: the_soviet_onion
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_subject_of
Source: game
File: common/achievements.txt

Code:
the_soviet_onion = {
	id = 145
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SOV
	}
	happened = {
		SOV = {
			all_neighbor_country = {
				is_subject_of = SOV
			}
		}
	}
}