Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: officers_purged_8
Constructs: has_government, industrial_capacity_factory, removal_cost, research_bonus, send_volunteer_factor
Source: game
File: common/ideas/r56_soviet.txt

Code:
officers_purged_8 = {
	name = officers_purged_8
	removal_cost = -1
	picture = officers_purged
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	research_bonus = {
		land_doctrine = -0.03
		naval_doctrine = -0.03
		air_doctrine = -0.03
	}
	modifier = {
		army_org_factor = -0.15
		army_bonus_air_superiority_factor = -0.01
		surrender_limit = -0.015
		send_volunteer_factor = -0.38
		industrial_capacity_factory = -0.06
		training_time_factor = 0.15
	}
}
### Entity: Character
Component: JAP_sanzo_nosaka
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/JAP.txt

Code:
JAP_sanzo_nosaka = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = JAP_sanzo_nosaka
		portraits = {
			army = {
				small = GFX_idea_sanzo_nosaka
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = sanzo_nosaka
			available = {
				if = {
					limit = {
						has_dlc = Waking the Tiger
					}
					has_completed_focus = JAP_the_unthinkable_option
				} {
					limit = {
						has_dlc = Man the Guns
					}
					NOT = {
						has_autonomy_state = autonomy_supervised_state
					}
				}
			}
			allowed = {
				original_tag = JAP
			}
			traits = {
				communist_revolutionary
			}
			do_effect = {
				NOT = {
					has_government = communism
				}
			}
			ai_will_do = {
				base = 1
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = JAP_sanzo_nosaka
		portraits = {
			army = {
				large = GFX_portrait_JAP_sanzo_nosaka
				small = GFX_portrait_JAP_sanzo_nosaka_military_small
			}
			civilian = {
				small = GFX_portrait_JAP_sanzo_nosaka_civilian_small
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_victory_in_the_desert
Constructs: prerequisite, limit, completion_reward, has_global_flag, every_state, add_dynamic_modifier
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_victory_in_the_desert
	icon = GFX_focus_ETH_victory_in_the_desert
	prerequisite = {
		focus = ETH_renewed_offensive
	}
	mutually_exclusive = {
		focus = ETH_northern_thrust
	}
	x = 1
	y = 1
	relative_position_id = ETH_renewed_offensive
	cost = 5
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	search_filters = {

	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 836 835 559 844
				}
			}
			add_dynamic_modifier = {
				modifier = ETH_state_local_offensive_dynamic_modifier
				scope = ETH
				days = 90
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_dynamic_strategy_JAP
Constructs: has_war, limit, check_variable, set_temp_variable, set_country_flag, set_variable, add_to_temp_array, add_to_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies.txt

Code:
EAI_PC_dynamic_strategy_JAP = {
	if = {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 0
			}
		}
		if = {
			limit = {
				set_temp_variable = {
					_transition_to = 1
				}
				check_variable = {
					EAI_PC_changed_state = 0
				}
				always = yes
			}
			EAI_PC_transition_state = yes
			set_country_flag = EAI_PC_dynamic_strategy_delay_effect {
				flag = EAI_PC_dynamic_strategy_delay_effect_duration
				value = 1
				days = 1
			}
		}
	} {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 1
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_PC_changed_state = 1
				}
			}
			set_variable = {
				EAI_PC_changed_state = 0
			}
			set_country_flag = EAI_block_AI_construction
		} {
			limit = {
				set_temp_variable = {
					_transition_to = 2
				}
				check_variable = {
					EAI_PC_changed_state = 0
				}
				OR = {
					num_of_civilian_factories = > 50
					has_war = yes
				}
			}
			EAI_PC_transition_state = yes
			add_to_temp_array = {
				_cancel_projects_TYPES = global.EAI_PC_CIC
			}
			EAI_PC_cancel_projects = yes
			EAI_BUILDING_reset_flags = yes
			EAI_PC_clear_game_construction_queue = yes
		} {
			limit = {
				check_variable = {
					EAI_PC_changed_state = 0
				}
			}
			set_temp_variable = {
				_assign_fraction = 1
			} {
				_sort_mode = 0
			}
			EAI_PC_set_max_factory_limit = yes
			EAI_PC_manage_civilian_factories = yes
			add_to_variable = {
				EAI_PC_reserved_factories_available = EAI_TRADE_needed_trade_factories
			}
			add_to_temp_array = {
				_sort_projects_by_build_time_TYPES = global.EAI_PC_CIC
			}
			EAI_PC_sort_projects_by_build_time = yes
			EAI_PC_sort_projects_by_priority = yes
		}
	} {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 2
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_PC_changed_state = 1
				}
			}
			set_variable = {
				EAI_PC_changed_state = 0
			}
			clr_country_flag = EAI_block_AI_construction
		} {
			limit = {
				check_variable = {
					EAI_PC_changed_state = 0
				}
			}
			set_temp_variable = {
				_assign_fraction = 0.15
			} {
				_assign_max = 15
			}
			EAI_PC_factory_limit_defensive_modifier = yes
			EAI_PC_factory_limit_resource_modifier = yes
			EAI_PC_set_max_factory_limit = yes
			EAI_PC_sort_projects_by_build_time = yes
			EAI_PC_sort_projects_by_priority = yes
			clear_temp_array = _sort_projects_TYPES
			add_to_temp_
# ... (truncated)
### Entity: National Focus
Tree: bhu_focus
Component: BHU_mountain_guns
Constructs: prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_mountain_guns
	prerequisite = {
		focus = BHU_artillery
	}
	relative_position_id = BHU_artillery
	icon = GFX_focus_SMB_mountain_guns
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_revive_the_screw_guns_effect
		hidden_effect = {
			set_technology = {
				mountain_gun = 1
			}
		}
	}
}
### Entity: Idea
Component: ISR_histadrut_strong
Constructs: industrial_capacity_factory, removal_cost, communism_drift
Source: game
File: common/ideas/israel.txt

Code:
ISR_histadrut_strong = {
	picture = generic_socialist_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		communism_drift = 0.02
		consumer_goods_factor = 0.1
		industrial_capacity_factory = 0.2
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_saguenay_aluminum
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_saguenay_aluminum
	icon = GFX_focus_generic_aluminum
	prerequisite = {
		focus = QUE_support_vautrin_plan
	}
	relative_position_id = QUE_support_vautrin_plan
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		controls_state = 466
		has_tech = excavation3
	}
	bypass = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				861
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = aluminum_mill
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = aluminum_production_1
				}
			}
			set_technology = {
				aluminum_production_1 = 1
			}
			else = {
				add_tech_bonus = {
					name = construction_tech_bonus
					bonus = 1
					uses = 2
					category = aluminium_tech
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ALUMINIUM
	}
}
### Entity: Event
Component: news.188
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.188
	title = news.188.t
	desc = news.188.d
	picture = GFX_news_event_french_parade
	major = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			OR = {
				tag = ITA TUR
			}
		}
	}
	option = {
		name = news.188.a
		trigger = {
			is_in_faction_with = ITA
		}
	} {
		name = news.188.b
		trigger = {
			has_war_with = ITA
		}
	} {
		name = news.188.c
		trigger = {
			NOT = {
				OR = {
					is_in_faction_with = ITA
					has_war_with = ITA
				}
			}
		}
	}
}
### Entity: Technology
Component: modern_art
Constructs: enable_equipments, enable_subunits, research_cost
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		modern_tank_artillery_equipment_1
	}
	enable_subunits = {
		modern_sp_artillery_brigade
	}
	research_cost = 0.5
	start_year = 1945
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			date = > 1946.1.1
		} {
			factor = 2
			date = > 1947.1.1
		} {
			factor = 2
			date = > 1948.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_coastal_defense
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_full_control_of_state, complete_tooltip, add_building_construction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_coastal_defense
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = SER_expand_the_split_shipyards
	}
	x = 1
	y = 1
	relative_position_id = SER_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_full_control_of_state = 105
	}
	bypass = {
		YUG = {
			has_completed_focus = YUG_coastal_defense
		}
	}
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 105
			}
			105 = {
				custom_effect_tooltip = YUG_coastal_defense_effect_tt1 YUG_coastal_defense_effect_tt2
				hidden_effect = {
					add_building_construction = {
						type = coastal_bunker
						province = {
							all_provinces = yes
							limit_to_coastal = yes
						}
						level = 1
						instant_build = yes
					} {
						type = coastal_bunker
						province = {
							all_provinces = yes
							limit_to_naval_base = yes
						}
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_set_province_river_connections
Constructs: set_variable, add_to_array
Source: game
File: common/scripted_effects/EAI_MAP_province_river_connections.txt

Code:
EAI_MAP_set_province_river_connections = {
	set_variable = {
		global.EAI_MAP_province_river_connections^7869 = 1
	} {
		global.EAI_MAP_province_river_connections^3606 = 1
	} {
		global.EAI_MAP_province_river_connections^10703 = 1
	} {
		global.EAI_MAP_province_river_connections^7696 = 1
	} {
		global.EAI_MAP_province_river_connections^11261 = 1
	} {
		global.EAI_MAP_province_river_connections^11122 = 1
	} {
		global.EAI_MAP_province_river_connections^13060 = 1
	} {
		global.EAI_MAP_province_river_connections^3184 = 1
	} {
		global.EAI_MAP_province_river_connections^2877 = 1
	} {
		global.EAI_MAP_province_river_connections^12549 = 1
	} {
		global.EAI_MAP_province_river_connections^4006 = 1
	} {
		global.EAI_MAP_province_river_connections^1819 = 1
	} {
		global.EAI_MAP_province_river_connections^13062 = 1
	} {
		global.EAI_MAP_province_river_connections^7855 = 1
	} {
		global.EAI_MAP_province_river_connections^1830 = 1
	} {
		global.EAI_MAP_province_river_connections^4455 = 1
	} {
		global.EAI_MAP_province_river_connections^7891 = 1
	} {
		global.EAI_MAP_province_river_connections^7830 = 1
	} {
		global.EAI_MAP_province_river_connections^11827 = 1
	} {
		global.EAI_MAP_province_river_connections^3336 = 1
	} {
		global.EAI_MAP_province_river_connections^2900 = 1
	} {
		global.EAI_MAP_province_river_connections^9064 = 1
	} {
		global.EAI_MAP_province_river_connections^5765 = 1
	} {
		global.EAI_MAP_province_river_connections^11063 = 1
	} {
		global.EAI_MAP_province_river_connections^2972 = 1
	} {
		global.EAI_MAP_province_river_connections^2407 = 1
	} {
		global.EAI_MAP_province_river_connections^6092 = 1
	} {
		global.EAI_MAP_province_river_connections^13061 = 1
	} {
		global.EAI_MAP_province_river_connections^8653 = 1
	} {
		global.EAI_MAP_province_river_connections^13075 = 1
	} {
		global.EAI_MAP_province_river_connections^8713 = 1
	} {
		global.EAI_MAP_province_river_connections^6061 = 1
	} {
		global.EAI_MAP_province_river_connections^2923 = 1
	} {
		global.EAI_MAP_province_river_connections^11104 = 1
	} {
		global.EAI_MAP_province_river_connections^3069 = 1
	} {
		global.EAI_MAP_province_river_connections^4859 = 1
	} {
		global.EAI_MAP_province_river_connections^9128 = 1
	} {
		global.EAI_MAP_province_river_connections^11183 = 1
	} {
		global.EAI_MAP_province_river_connections^3134 = 1
	} {
		global.EAI_MAP_province_river_connections^8513 = 1
	} {
		globa
# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_aluminum_production
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_aluminum_production
	icon = GFX_focus_generic_aluminum
	prerequisite = {
		focus = NOR_empower_large_industrial_groups NOR_fund_local_construction
	}
	x = 0
	y = 1
	relative_position_id = NOR_empower_large_industrial_groups
	cost = 10
	available = {
		142 = {
			is_fully_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		142 = {
			if = {
				limit = {
					is_controlled_by = 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
				}
			}
			add_resource = {
				type = aluminium
				amount = 8
			}
		}
		add_tech_bonus = {
			name = NOR_aluminum_production
			bonus = 0.5
			uses = 1
			category = excavation_tech
		}
	}
}
### Entity: Decision
Component: NOR_debug_decisions_category
Constructs: every_owned_state, add_equipment_to_stockpile, limit, has_war_with, has_country_flag, complete_effect, create_faction, every_other_country
Source: game
File: common/decisions/NOR.txt

Code:
NOR_debug_decisions_category = {
	NOR_add_to_faction = {
		available = {

		}
		custom_cost_text = decision_cost_40_convoy
		custom_cost_trigger = {
			always = yes
		}
		complete_effect = {
			create_faction = NORDICSSSSSS
			every_other_country = {
				limit = {
					NORDIC_is_nordic = yes
					is_subject = no
				}
				ROOT = {
					add_to_faction = PREV
				}
			}
		}
	}
	NOR_remove_all_convoys = {
		complete_effect = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = -1000
			}
		}
	}
	NOR_reset_prep = {
		complete_effect = {
			NOR_reset_prep_system = yes
		}
	}
	debug_num_convoys = {
		available = {
			check_variable = {
				var = num_equipment@convoy
				value = 10
				compare = greater_than_or_equals
			}
		}
		complete_effect = {
			log = [?num_equipment@convoy] convoys in stockpile
		}
	}
	NOR_debug_add_convoys = {
		complete_effect = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = 1000
			}
		}
	}
	start_dem_prep = {
		complete_effect = {
			complete_national_focus = NOR_continue_nygaardsvold_government NOR_weathering_the_storm_to_come NOR_broken_gun_policies NOR_restart_public_investment NOR_rearm_for_defense NOR_patrol_our_coast
		}
	}
	NOR_start_allied_prep = {
		complete_effect = {
			complete_national_focus = NOR_vote_of_no_confidence
		}
	}
	start_comm_prep = {
		complete_effect = {
			complete_national_focus = NOR_compromise_with_the_nkp NOR_the_seeds_of_the_revolution
		}
	}
	NOR_start_mon_prep = {
		complete_effect = {
			complete_national_focus = NOR_the_stumbling_storting NOR_the_chamberlains_overture
		}
	}
	NOR_start_fas_prep = {
		complete_effect = {
			complete_national_focus = NOR_the_stumbling_storting NOR_lurk_in_the_shadows
		}
	}
	start_defensive_war = {
		complete_effect = {
			DEN = {
				declare_war_on = {
					target = NOR
					type = annex_everything
				}
			}
		}
	}
	NOR_stop_the_war = {
		complete_effect = {
			every_other_country = {
				limit = {
					has_war_with = ROOT
				}
				white_peace = {
					tag = ROOT
				}
			}
		}
	}
	NOR_prep_all_states = {
		complete_effect = {
			every_owned_state = {
				NOR_start_state_preparation = yes yes yes
			}
		}
	}
	NOR_test_fascist_civil_war = {
		complete_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
			GER = {
				create_wargoal = {
					type = annex_everything
					target = NOR
				}
				declare_w
# ... (truncated)
### Entity: AI Strategy
Component: EAI_GER_france_PREPARE_FRA
Constructs: has_war_with, is_historical_focus_on, is_in_faction_with
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_france_PREPARE_FRA = {
	allowed = {
		tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1941.1.1
		focus_progress = {
			focus = GER_danzig_or_war
			progress = > 0
		}
		any_neighbor_country = {
			tag = FRA
		}
		FRA = {
			is_in_faction_with = ENG
		}
		NOT = {
			has_war_with = FRA
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = FRA
		value = 100
	}
}
### Entity: Event
Component: portugal.72
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.72
	title = portugal.72.t
	desc = portugal.72.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = portugal.72.a
		ai_chance = {
			base = 30
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: State History
Component: 434
Constructs: add_core_of
Source: game
File: history/states/434-Arunachal Pradesh.txt

Code:
state = {
	id = 434
	name = STATE_434
	manpower = 200000
	state_category = wasteland
	resources = {
		tungsten = 49
	}
	history = {
		owner = RAJ
		add_core_of = RAJ TIB
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			1116 1
		}
	}
	provinces = {
		1116 1996 10810 12730
	}
	local_supplies = 0.0
}
### Entity: Event
Component: r56.war_and_peace.2
Constructs: remove_ideas, fire_only_once, has_global_flag, is_in_faction, set_global_flag, remove_state_core, add_state_claim, white_peace
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = r56.war_and_peace.2
	title = r56.war_and_peace.2.t
	desc = r56.war_and_peace.2.desc
	picture = GFX_report_event_PRU_rio_de_janeiro_announcements
	fire_only_once = yes
	trigger = {
		original_tag = PRU
		has_global_flag = r56_peru_ecuadorian_war_fired
		NOT = {
			has_global_flag = r56_peru_ecuadorian_war_resolved
		}
		ECU = {
			is_in_faction = no
		} {
			surrender_progress = > 0.05
		}
		PRU = {
			is_in_faction = no
			surrender_progress = < 0.09
		}
	}
	immediate = {
		set_global_flag = r56_peru_ecuadorian_war_resolved
	}
	option = {
		name = r56.war_and_peace.2.a
		ECU = {
			remove_state_core = 490
		} {
			add_state_claim = 490
		} {
			remove_ideas = GEN_non_escalation_pact
		}
		PRU = {
			remove_ideas = GEN_non_escalation_pact
			transfer_state = 490
			white_peace = {
				tag = ECU
			}
			set_truce = {
				target = ECU
				days = 365
			}
		}
	} {
		name = r56.war_and_peace.2.b
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_expand_chahar_arms_workshops
Constructs: prerequisite, limit, is_major, completion_reward, is_ally_with, has_opinion, is_subject, add_autonomy_score
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_expand_chahar_arms_workshops
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = MEN_from_steppes_into_factories
	}
	x = 1
	y = 1
	bypass = {

	}
	available = {
		any_other_country = {
			is_major = yes
			num_of_factories = > 35
			OR = {
				is_ally_with = ROOT
				has_opinion = {
					target = ROOT
					value = > 59
				}
			}
		}
	}
	relative_position_id = MEN_from_steppes_into_factories
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 125
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_idea = MEN_rapid_industrialization
			}
			custom_effect_tooltip = generic_skip_one_line_tt MEN_prioritize_industrialization_bonus_effect_tt r56_MEN_industry_modify_tt generic_skip_one_line_tt
			add_to_variable = {
				r56_MEN_industry_ns_speed_arms_factory_factor = 0.05
				tooltip = production_speed_arms_factory_factor_tt
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				612
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				611
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: libya.52
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_state_claim, add_ai_strategy, add_to_faction, remove_opinion_modifier
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.52
	title = libya.52.t
	desc = libya.52.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.52.a
		ai_chance = {
			base = 5
		}
		news_event = {
			hours = 3
			id = news.624
		}
		CRO = {
			add_state_claim = 851 858 104
			add_ai_strategy = {
				type = alliance
				id = GER
				value = 200
			}
		}
		GER = {
			add_ai_strategy = {
				type = alliance
				id = CRO
				value = 200
			}
		} {
			add_to_faction = CRO
		} {
			transfer_state = 163 852
		}
	} {
		name = libya.52.b
		ai_chance = {
			base = 95
		}
		news_event = {
			hours = 3
			id = news.624
		}
		CRO = {
			add_state_claim = 851 858 104
			add_ai_strategy = {
				type = alliance
				id = GER
				value = 200
			}
		}
		GER = {
			add_ai_strategy = {
				type = alliance
				id = CRO
				value = 200
			}
		} {
			add_to_faction = CRO
		}
		ITA = {
			remove_opinion_modifier = {
				target = GER
				modifier = hostile_status
			}
			transfer_state = 163 852
		} {
			add_ai_strategy = {
				type = alliance
				id = GER
				value = 200
			}
		} {
			add_opinion_modifier = {
				target = GER
				modifier = medium_increase
			}
		}
	}
}
### Entity: Idea
Component: MEX_legion_of_christ
Constructs: has_government, removal_cost, fascism_drift, mobilization_speed
Source: game
File: common/ideas/mexico.txt

Code:
MEX_legion_of_christ = {
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		has_government = fascism
	}
	modifier = {
		fascism_drift = 0.1
		mobilization_speed = 0.1
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_canada_united
Constructs: prerequisite, has_country_flag, completion_reward, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_canada_united
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = CAN_defence_scheme_no_2
	}
	x = 0
	y = 3
	relative_position_id = CAN_burn_the_royal_portraits
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
	}
}