Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_britain.89
Constructs: is_triggered_only, limit, add_ideas, add_opinion_modifier, check_variable, set_variable, add_to_variable
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.89
	title = mtg_britain.89.t
	desc = mtg_britain.89.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_britain.89.a
		effect_tooltip = {
			FROM = {
				add_ideas = free_trade
				add_opinion_modifier = {
					target = ROOT
					modifier = ENG_imperial_conference_approved_resolution
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = ENG_imperial_trade
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						var = ENG_imperial_conference_trade_answers
						value = 1
						compare = greater_than_or_equals
					}
				}
			}
			set_variable = {
				var = ENG_imperial_conference_trade_answers
				value = 0
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_trade_answers
			value = 1
		}
		ENG_imperial_conference_clear_in_progress_flags = yes
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 26
	}
	location = 4186
	division_template = Chugata Hohei Shidan
	start_experience_factor = 0.3
}
### Entity: Idea
Component: JAP_syndicalism_idea
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_syndicalism_idea = {
	picture = generic_syndicalism
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_buildings_factor = 0.05
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_adopt_the_26_points
Constructs: every_owned_state, prerequisite, limit, add_ideas, completion_reward, has_global_flag, add_popularity, has_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_adopt_the_26_points
	available = {
		has_global_flag = scw_over
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_fuse_the_parties
	}
	icon = GFX_focus_generic_treaty
	x = 6
	y = 1
	relative_position_id = SPA_fuse_the_parties
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_idea = war_economy tot_economic_mobilisation
				}
			}
			add_ideas = war_economy
		} {
			limit = {
				has_idea = limited_conscription
			}
			add_ideas = extensive_conscription
		} {
			limit = {
				has_idea = volunteer_only
			}
			add_ideas = limited_conscription
		}
		every_owned_state = {
			limit = {
				OR = {
					state = 165 171 792
				}
			}
			remove_dynamic_modifier = {
				modifier = autonomous_state
			}
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_reinstate_monasteries
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_reinstate_monasteries
	icon = GFX_goal_TIB_monastic_deals
	prerequisite = {
		focus = KAL_the_court_of_joinville_le_pont
	}
	relative_position_id = KAL_the_court_of_joinville_le_pont
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_political_power = 25
		add_ideas = TIB_monastic_priviliges
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Country History
Country: FRA
Component: FRA_misc
Constructs: recruit_character, set_stability, limit, add_ideas, remove_ideas, set_technology, add_political_power, has_dlc
Source: game
File: history/countries/FRA - France.txt

Code:
# Misc for FRA
capital = 16
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_oob = FRA_1936
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_oob = FRA_1936_nsb
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = FRA_1936_naval_mtg
	set_war_support = 0.1
	else = {
		set_naval_oob = FRA_1936_naval_legacy
		set_war_support = 0.15
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = FRA_1936_air_bba
	set_technology = {
		aa_lmg = 1
		aa_cannon_1 = 1
		engines_1 = 1
		engines_2 = 1
		early_bombs = 1
		aircraft_construction = 1
		iw_small_airframe = 1
		iw_medium_airframe = 1
		iw_large_airframe = 1
		air_torpedoe_1 = 1
		bba_early_transport_plane = 1
	}
	else = {
		set_air_oob = FRA_1936_air_legacy
		set_technology = {
			early_fighter = 1
			naval_bomber1 = 1
			cv_early_fighter = 1
			cv_naval_bomber1 = 1
			early_bomber = 1
			tactical_bomber1 = 1
			CAS1 = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		OR = {
			has_dlc = Together for Victory Man the Guns
		}
	}
	set_autonomy = {
		target = SYR
		autonomous_state = autonomy_colony
		freedom_level = 0.5
	} {
		target = LEB
		autonomous_state = autonomy_colony
		freedom_level = 0.5
	}
	else = {
		puppet = SYR LEB
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		basic_heavy_tank = 1
		improved_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
		improved_light_tank_chassis = 1
		armor_tech_1 = 1
		engine_tech_1 = 1
	}
}
{
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		basic_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		basic_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		basic_battlecruiser = 1
		early_carrier = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_he
# ... (truncated)
### Entity: Idea
Component: EAI_DD_3/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: Event
Component: japan.7
Constructs: is_triggered_only, create_wargoal, take_state
Source: game
File: events/Japan.txt

Code:
country_event = {
	id = japan.7
	title = japan.7.t
	desc = japan.7.d
	picture = GFX_report_event_japanese_soldiers_03
	is_triggered_only = yes
	option = {
		name = japan.7.a
		create_wargoal = {
			type = take_state
			target = FROM
			generator = {
				286 741 670 671 728 1017
			}
		}
		hidden_effect = {
			country_event = {
				days = 5
				id = news.6
			}
		}
	}
}
### Entity: Idea
Component: ITA_ducati_energia_improved
Constructs: has_completed_focus, research_bonus, recon_factor, coordination_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_ducati_energia_improved = {
	name = ITA_ducati_energia
	picture = ITA_ducati_energia
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
	}
	available = {
		controls_state = 161
		ITA_is_northern_designer_improved = yes
	}
	research_bonus = {
		electronics = 0.2
	}
	traits = {
		electronics_concern
	}
	modifier = {
		recon_factor = 0.05
		coordination_bonus = 0.1
	}
}
### Entity: Trigger Reference
Construct: always
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## always

* Supported Scopes: any
* Supported Targets: any

```
always returns specified value
```
### Entity: Scripted Trigger
Component: EAI_ASW_CL_navy_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ASW_CL_navy_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_OFF
		} {
			EAI_FOCUS/NAVY/ASW_light_cruiser_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_ASW_Light_Cruiser_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/ASW_light_cruiser EAI_FOCUS/NAVY/ASW_light_cruiser_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: AST_support_indonesian_uprising
Constructs: removal_cost, send_volunteer_size, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/australia.txt

Code:
AST_support_indonesian_uprising = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	rule = {
		can_send_volunteers = yes
	}
	modifier = {
		send_volunteer_size = 3
		send_volunteers_tension = -0.5
		send_volunteer_divisions_required = -1
	}
}
### Entity: Unit Template
Component: BRENGL_ARM_02
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
BRENGL_ARM_02 = {
	name = Tank Brigade
	for_countries = {
		LIB BAH BAN BAS BLZ BOT BRM CYP FIJ GAM GHA GYA JAM KEN MAL MLD MLT MLW NGA NIR NMB PAK PNG SCO SIE SRL TRI TZN UGA WLS ZAM ZIM AST CAN NZL SAF RAJ
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dth Tank Brigade
	ordered = {
		1 = {
			%dst Tank Brigade
		}
		2 = {
			%dnd Tank Brigade
		}
		3 = {
			%drd Tank Brigade
		}
		4 = {
			%dth Tank Brigade
		}
		5 = {
			%dth Tank Brigade
		}
		6 = {
			%dth Tank Brigade
		}
		7 = {
			%dth Tank Brigade
		}
		8 = {
			%dth Tank Brigade
		}
		9 = {
			%dth Tank Brigade
		}
		10 = {
			%dth Tank Brigade
		}
	}
}
### Entity: Event
Component: AUS_political_events.83
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.83
	title = AUS_political_events.83.t
	desc = AUS_political_events.83.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.83.a
		ai_chance = {
			base = 10
		}
		event_option_tooltip = AUS_political_events.81.b
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_soviet_tank_factories
Constructs: prerequisite, completion_reward, add_tech_bonus, armor_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_soviet_tank_factories
	icon = GFX_goal_generic_heavy_armour_russian
	relative_position_id = VEN_under_soviet_dominion
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_under_soviet_dominion
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1
			uses = 1
			category = armor
		}
		random_owned_controlled_state = {
			prioritize = {
				307
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: YUN_chen_zhao
Source: game
File: common/characters/YUN.txt

Code:
YUN_chen_zhao = {
	name = YUN_chen_zhao
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = YUN_chen_zhao
		allowed = {
			original_tag = YUN
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Achievement
Component: vojtek_commander
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
vojtek_commander = {
	id = 31
	possible = {
		tag = POL
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = POL_vojtek_commander
	}
	hidden = yes
}
### Entity: Modifier Reference
Component: PHI_pearl_of_the_orient_dynamic_modifier
Constructs: political_power_gain, industrial_capacity_factory, production_speed_buildings_factor, conscription_factor, fascism_drift, communism_drift, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_pearl_of_the_orient_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_PHI_pearl_of_the_orient
	political_power_gain = PHI_the_great_depression_political_power_gain
	local_resources_factor = PHI_the_great_depression_resource_gain
	consumer_goods_factor = PHI_the_great_depression_consumer_goods_factor
	production_speed_buildings_factor = PHI_the_great_depression_production_speed_buildings_factor
	fuel_gain_factor = PHI_the_great_depression_fuel_gain_factor
	conscription_factor = PHI_the_great_depression_conscription_factor
	monthly_population = PHI_the_great_depression_monthly_population
	compliance_growth = PHI_the_great_depression_compliance_growth
	intelligence_agency_defense = PHI_the_great_depression_intelligence_agency_defense
	production_speed_industrial_complex_factor = PHI_the_great_depression_production_speed_industrial_complex_factor
	production_speed_infrastructure_factor = PHI_the_great_depression_production_speed_infrastructure_factor
	resource_trade_cost_bonus_per_factory = PHI_the_great_depression_resource_trade_cost_bonus_per_factory
	weekly_casualties_war_support = PHI_the_great_depression_weekly_casualties_war_support
	industrial_capacity_factory = PHI_the_great_depression_industrial_capacity_factory
	industrial_capacity_dockyard = PHI_the_great_depression_industrial_capacity_dockyard
	navy_org_factor = PHI_the_great_depression_navy_org_factor
	custom_modifier_tooltip = PHI_ruling_ideology_ideology_drift_tt
	fascism_drift = PHI_ruling_ideology_ideology_drift_fascism
	communism_drift = PHI_ruling_ideology_ideology_drift_communism
	neutrality_drift = PHI_ruling_ideology_ideology_drift_neutrality
	democratic_drift = PHI_ruling_ideology_ideology_drift_democratic
}
### Entity: Military Industrial Organization
Component: SPR_secn_vanilla_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SPR_organization.txt

Code:
SPR_secn_vanilla_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		NOT = {
			has_dlc = La Resistance
		}
		tag = SPR
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_light_cruiser
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_light_cruiser
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = CRO_coastal_defense
	}
	x = 1
	y = 2
	relative_position_id = CRO_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = YUG_replace_the_dalmacija
			bonus = 1
			uses = 1
			category = cl_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_gunnery_tech naval_shell_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: SEA_china.11
Constructs: is_triggered_only, ai_chance, fire_only_once, add_ai_strategy, add_to_faction
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.11
	title = SEA_china.11.t
	desc = SEA_china.11.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_china.11.a
		ai_chance = {
			base = 10
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		}
		effect_tooltip = {
			FROM = {
				add_to_faction = ROOT
			}
		}
	}
}
### Entity: State History
Component: 915
Constructs: add_core_of
Source: game
File: history/states/915-Pahang.txt

Code:
state = {
	id = 915
	name = STATE_915
	resources = {
		tungsten = 30
		rubber = 85
	}
	history = {
		owner = MAL
		add_core_of = MAL
		victory_points = {
			7399 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1392 4367 7399 12255 12271
	}
	manpower = 623100
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Character
Component: AUS_military_puppet
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_military_puppet = {
	sprite = 13
	random = no
	political_power_factor = -0.05
	war_support_factor = 0.05
}
### Entity: Character
Component: GER_hermann_burkhardt
Source: game
File: common/characters/GER.txt

Code:
GER_hermann_burkhardt = {
	name = GER_hermann_burkhardt
	portraits = {
		army = {
			large = GFX_portrait_GER_hermann_burkhardt
		}
	}
	scientist = {
		traits = {
			scientist_trait_surface_ship_specialist
		}
		skills = {
			specialization_naval = 2
		}
	}
}
### Entity: Idea
Component: GER_holy_roman_empire_of_the_german_nation_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_holy_roman_empire_of_the_german_nation_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = GER_holy_roman_empire_of_the_german_nation
	modifier = {
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.05
		stability_factor = 0.05
		war_support_factor = 0.05
	}
}
### Entity: Event
Component: news.174
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.174
	title = news.174.t
	picture = GFX_news_event_069
	desc = news.174.d
	major = yes
	is_triggered_only = yes
	option = {
		name = news.174.a
		trigger = {
			NOT = {
				is_in_faction_with = FROM
				has_war_with = FROM
				tag = FROM
			}
		}
	} {
		name = news.174.b
		trigger = {
			is_in_faction_with = FROM
			NOT = {
				tag = FROM
			}
		}
	} {
		name = news.174.c
		trigger = {
			has_war_with = FROM
		}
	} {
		name = news.174.e
		trigger = {
			tag = FROM
		}
	}
}
### Entity: Name List
Component: SMI
Source: game
File: common/names/r56_names.txt

Code:
SMI = {
	male = {
		names = {
			Niillas Saba Misal Pekka Matti Edel Per Johan Hans Reidar Raimo Ole Steinar Egil Kåre Sven Roald Stefan Paulus
		}
	}
	female = {
		names = {
			Láilá Susanne
		}
	}
	surnames = {
		Somby Saba Vars Anti Buljo Eira Eriksen Erke Fokstad Gaup Guttorm Guttormsen Haetta Hirsi Keskitalo Larsen Utsi Valle Thomassen Smuk Saxi Sara Pedersen Olli Nystø Muotka Magga Morottaja Nuorgam Poutasuo Sanila Aikio Ruong Kuoljok Mikaelsson Simma Sikku Svonni Allas
	}
	callsigns = {
		Dierpmis Iceman Bajanolmmai Horagalles Leib-Olmai Boom-Boom Badger Brick Cajun Bieggolmai Jötunn Eagle Radien-pardne Stallo Mano Noaidi Lieaibolmmai Wild Deer Tjaetsieålmaj
	}
}
### Entity: Event
Component: argentina.33
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.33
	title = argentina.33.t
	desc = argentina.33.d
	is_triggered_only = yes
	option = {
		name = argentina.33.a
		add_opinion_modifier = {
			target = ENG
			modifier = denied_south_georgia
		}
	}
}
### Entity: Character
Component: SIA_scholarly_politician
Constructs: research_speed_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_scholarly_politician = {
	sprite = 13
	random = no
	research_speed_factor = 0.1
	drift_defence_factor = 0.15
}
### Entity: Event
Component: AAT_Sweden_nordic_defense_council.3
Constructs: is_triggered_only
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nordic_defense_council.3
	title = AAT_Sweden_nordic_defense_council.3.t
	desc = AAT_Sweden_nordic_defense_council.3.desc
	picture = GFX_report_event_SWE_defense_act
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nordic_defense_council.3.a
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_process_northern_agricultural_exports_r56
Constructs: prerequisite, add_stability, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_process_northern_agricultural_exports_r56
	icon = GFX_goal_CUB_sugar_money
	cost = 5
	x = 2
	prerequisite = {
		focus = SIA_dept_independent_state_commerce_r56
	}
	relative_position_id = SIA_issue_economic_mobilization_r56
	ai_will_do = {
		base = 2
	}
	available = {
		869 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = 0.02
		869 = {
			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 available_political_advisor
		SIA_expand_economic_intervention_r56 = yes
		show_ideas_tooltip = SIA_sanguan_tularaksa
	}
}
### Entity: Idea
Component: idea_RAJ_price_controls
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_price_controls = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_devalue_currency
	modifier = {
		stability_weekly = -0.025
		consumer_goods_factor = -0.15
	}
}
### Entity: AI Strategy
Component: HUN_expansionist_republic
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/HUN_ww_alternate.txt

Code:
HUN_expansionist_republic = {
	name = Hungarian Alternate plan to become democratic and form Greater Hungary
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = HUN_AI_RANDOM_REPUBLICAN_DEMOCRACY_EXPANSIONIST
			has_game_rule = {
				rule = HUN_ai_behavior
				option = REPUBLICAN_DEMOCRACY_EXPANSIONIST
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		wuw_HUN_the_cult_of_arpad wuw_HUN_end_the_white_terror wuw_HUN_parade_istvan_bethlens_platform wuw_HUN_politicize_the_levente_associations wuw_HUN_undermine_the_volksbund wuw_HUN_salami_slicing_tactics wuw_HUN_reviving_the_spirit_of_1848 wuw_HUN_elections_in_the_revolutionary_council wuw_HUN_economic_intervention wuw_HUN_reintigrate_the_imperial_railroads wuw_HUN_hold_war_games wuw_HUN_secret_rearmament wuw_HUN_negotiate_the_restrictions wuw_HUN_establish_the_second_republic wuw_HUN_reverse_the_brain_drain wuw_HUN_promote_entrepreneurship wuw_HUN_the_spirit_of_the_aster_revolution wuw_HUN_uplift_the_dragon_movement wuw_HUN_approach_the_diasporas wuw_HUN_revive_the_tribal_consolidation wuw_HUN_make_the_magyar_legiero_known wuw_HUN_invest_in_ludovica_academy wuw_HUN_expand_the_ganz_muvek wuw_HUN_announce_the_gyor_program wuw_HUN_initiate_army_maneuvers wuw_HUN_form_the_gyorshadtest wuw_HUN_doctrinal_studies wuw_HUN_magyar_kiralyi_csendorseg wuw_HUN_expand_the_army wuw_HUN_reclaim_the_pannonian_steppe
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}