Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: FIN_the_lone_wolf
Constructs: has_government, removal_cost, is_subject, is_in_faction, set_rule, conscription_factor
Source: game
File: common/ideas/finland.txt

Code:
FIN_the_lone_wolf = {
	picture = FIN_lone_wolf
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	available = {
		is_subject = no
		is_in_faction = no
		NOT = {
			has_government = democratic
		} {
			has_government = communism
		}
	}
	on_add = {
		set_rule = {
			desc = FIN_the_lone_wolf
			can_create_factions = no
			can_join_factions = no
			can_send_volunteers = yes
		}
	}
	modifier = {
		conscription_factor = 0.05
		defensive_war_stability_factor = 0.35
		improve_relations_maintain_cost_factor = -0.5
		weekly_casualties_war_support = 0.005
		weekly_bombing_war_support = 0.005
		fascism_acceptance = 50
		custom_modifier_tooltip = FIN_the_lone_wolf_tt
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_communist_industrialization
Constructs: prerequisite, has_government, completion_reward, allow_branch, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_communist_industrialization
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = PER_iranian_socialism PER_soviet_alignment
	}
	x = 2
	y = 1
	relative_position_id = PER_appease_the_seperatists
	cost = 10
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: cityfall.63
Constructs: is_triggered_only, limit, set_global_flag, has_global_flag, add_victory_points
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.63
	title = cityfall.63.t
	desc = cityfall.63.d
	picture = GFX_news_event_nuke
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_stockholm_bhu
		if = {
			limit = {
				NOT = {
					has_global_flag = fall_of_stockholm_bhu
				}
			}
			add_victory_points = {
				province = 6050
				value = -19
			}
		}
	}
	option = {
		name = cityfall.63.a
		trigger = {
			NOT = {
				TAG = BHU SWE
			}
		}
	} {
		name = cityfall.63.b
		trigger = {
			TAG = BHU
		}
	} {
		name = cityfall.63.c
		trigger = {
			TAG = SWE
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_royal_marines
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_royal_marines
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = ICE_united_we_stand
	}
	x = 0
	y = 1
	relative_position_id = ICE_united_we_stand
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {

	}
	completion_reward = {
		navy_experience = 50
		add_ideas = ICE_marine_corps
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = ICE_royal_marines
				bonus = 0.5
				uses = 1
				technology = mtg_landing_craft
			}
		}
		ELSE = {
			add_tech_bonus = {
				name = ICE_royal_marines
				bonus = 0.5
				uses = 1
				technology = landing_craft
			}
		}
	}
}
### Entity: Game Rule
Component: allow_guarantees
Constructs: allow_guarantees
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_guarantees = {
	name = RULE_ALLOW_GUARANTEES
	group = RULE_GROUP_GENERAL_FOREIGN_POLICY
	icon = GFX_guarantee_independence
	option = {
		name = ALWAYS_FREE
		text = RULE_OPTION_FREE
		desc = RULE_ALLOW_GUARANTEES_FREE_DESC
	} {
		name = SAME_IDEOLOGY
		text = RULE_OPTION_SAME_IDEOLOGY
		desc = RULE_ALLOW_GUARANTEES_SAME_IDEOLOGY_DESC
	} {
		name = BLOCKED
		text = RULE_OPTION_BLOCKED
		desc = RULE_ALLOW_GUARANTEES_BLOCKED_DESC
	}
	default = {
		name = LIMITED
		text = RULE_OPTION_LIMITED
		desc = RULE_ALLOW_GUARANTEES_LIMITED_DESC
	}
}
### Entity: Scripted Effect
Component: JAP_government_faction_goes_down_from_tier_3_to_tier_2
Constructs: swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_government_faction_goes_down_from_tier_3_to_tier_2 = {
	subtract_from_variable = {
		JAP_num_of_influential_imperial_factions = 1
	}
	swap_ideas = {
		remove_idea = JAP_government_faction_tier_3
		add_idea = JAP_government_faction_tier_2
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_protect_our_convoys
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_protect_our_convoys
	icon = GFX_goal_generic_navy_anti_submarine
	x = -3
	y = 1
	cost = 8
	relative_position_id = AFG_submarines
	prerequisite = {
		focus = AFG_destroyers
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 15
		add_ideas = AFG_protecting_our_convoys_idea
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = dd_bonus
			bonus = 0.5
			uses = 1
			technology = basic_depth_charges improved_depth_charges advanced_depth_charges modern_depth_charges
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.2
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.2
	title = AST_diplomatic_events.2.t
	desc = AST_diplomatic_events.2.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.2.a
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_invest_in_carriers
Constructs: prerequisite, completion_reward, add_tech_bonus, cv_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_invest_in_carriers
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = HON_invest_in_cruisers
	}
	x = 51
	y = 3
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = cv_bonus
			bonus = 1
			ahead_reduction = 0.5
			uses = 1
			category = cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_another_declaration_of_neutrality
Constructs: has_completed_focus, prerequisite, add_war_support, add_stability, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_another_declaration_of_neutrality
	icon = GFX_goal_generic_neutrality_focus
	cost = 10
	x = -1
	y = 3
	relative_position_id = LUX_the_dupong_ministry
	prerequisite = {
		focus = LUX_the_dupong_ministry LUX_liberal_victory
	}
	mutually_exclusive = {
		focus = LUX_abandon_neutrality
	}
	available = {
		OR = {
			GER = {
				has_completed_focus = GER_remilitarize_the_rhineland
			}
			threat = > 0.1
		}
	}
	completion_reward = {
		add_war_support = -0.05
		add_stability = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = r56_legacy_of_luxembourg_crisis_1
			add_idea = r56_legacy_of_luxembourg_crisis_2
		}
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: hungary.4
Constructs: is_triggered_only, add_state_claim
Source: game
File: events/Hungary.txt

Code:
country_event = {
	id = hungary.4
	title = hungary.2.t
	desc = hungary.4.d
	picture = GFX_report_event_second_vienna_award_pact
	is_triggered_only = yes
	option = {
		name = hungary.4.a
		add_state_claim = 76
		hidden_effect = {
			country_event = {
				days = 1
				id = news.17
			}
		}
	}
}
### Entity: Operation
Component: infiltrate_military_turned_pow
Source: game
File: common/operation_phases/lar_infiltrate_military.txt

Code:
infiltrate_military_turned_pow = {
	name = infiltrate_military_turned_pow
	desc = infiltrate_military_turned_pow_desc
	outcome = infiltrate_military_turned_pow_outcome
	picture = GFX_phase_infiltrate_military_turned_pow
	icon = GFX_phase_infiltrate_military_turned_pow_small
	equipment = {

	}
}
### Entity: Effect Reference
Construct: resign
Constructs: resign, add_interest, remove_interest
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
resign
|
Resign from the game
|

|

add_interest [<Country tag>]
|
Add specified country tag to your interest
|

|

remove_interest [<Country tag>]
|
Removes specified country tag from your interest
|

|
### Entity: Scripted Effect
Component: EAI_PC_naval_base_invasion
Constructs: limit, has_country_flag, set_temp_variable, check_variable, set_country_flag, set_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_naval_base_invasion = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_NBASE
	} {
		_project_type_id = @EAI_PC_naval_base_invasion_TYPE_ID
	} {
		_project_priority = @EAI_PC_naval_base_invasion_PRIO
	}
	EAI_PC_naval_base_invasion_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_naval_base_invasion_STRATEGIES = 1
			}
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_naval_base_invasion
		} {
			limit = {
				EAI_PC_get_total_queued_num = yes
				check_variable = {
					queued_type_num_ = > 0
				}
			}
			set_country_flag = {
				flag = EAI_PC_override_max_factories_factor
				value = 1
				days = 30
			}
			set_variable = {
				EAI_PC_override_max_factories_factor = 0.5
			}
		}
		EAI_PC_save_project_inputs = yes
		for_each_loop = {
			array = _target_states_
			var:v = {
				EAI_PC_get_project_inputs_provincial = yes
				set_temp_variable = {
					_project_province_id = _target_provinces_^i
				}
				add_to_temp_array = {
					_valid_provinces = _project_province_id
				}
				EAI_PC_start_project = yes
			}
		}
		set_temp_variable = {
			_strategy_id = _project_type_id
		} {
			_get_queued_num_building_type = _project_building_type
		} {
			_get_queued_num_type_id = _project_type_id
		}
		EAI_PC_validate_queued_provincial_projects = yes
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: Decision
Component: NORDIC_debug_decisions_category
Constructs: set_political_party, every_owned_state, has_war, limit, every_country, complete_effect, set_country_flag, declare_war_on
Source: game
File: common/decisions/NORDIC.txt

Code:
NORDIC_debug_decisions_category = {
	NORDIC_remove_all_nordic_stuff = {
		complete_effect = {
			ROOT = {
				set_country_flag = im_not_here_to_make_friends
			}
		}
	}
	NORDIC_toggle_SOV_fin_war = {
		complete_effect = {
			NORDIC_cooperation_initial_setup = yes
			if = {
				limit = {
					FIN = {
						has_war = no
					}
				}
				SOV = {
					declare_war_on = {
						target = FIN
						type = annex_everything
					}
				}
			}
			else = {
				SOV = {
					white_peace = FIN
				}
			}
		}
	}
	NORDIC_increase_participation = {
		complete_effect = {
			NORDIC_increase_war_participation = yes
		}
	}
	NORDIC_reset_participation = {
		complete_effect = {
			clear_variable = NORDIC_war_participation_level
			NORDIC_increase_war_participation = yes
		}
	}
	NORDIC_test_array_adding = {
		complete_effect = {
			clear_array = GLOBAL.NORDIC_at_defensive_war
			NOR = {
				NORDIC_add_to_war_array = yes
			}
			SWE = {
				NORDIC_add_to_war_array = yes
			}
			FIN = {
				NORDIC_add_to_war_array = yes
			}
			DEN = {
				NORDIC_add_to_war_array = yes
			}
		}
	}
	NORDIC_increase_conflict_scale = {
		complete_effect = {
			NORDIC_increase_conflict_scale = yes
		}
	}
	NORDIC_create_democratic_alliance = {
		complete_effect = {
			clr_global_flag = NORDIC_democratic_alliance_formed NORDIC_communist_alliance_formed NORDIC_monarchist_alliance_formed
			NORDIC_remove_all_mods = yes
			dismantle_faction = yes
			create_faction = test_faction
			every_country = {
				limit = {
					NORDIC_is_nordic = yes
				}
				set_politics = {
					ruling_party = democratic
					elections_allowed = no
					last_election = 1915.12.01
					election_frequency = 1234
				}
				set_political_party = {
					ideology = democratic
					popularity = 100
				}
				PREV = {
					add_to_faction = PREV
				}
			}
			complete_national_focus = NORDIC_form_joint_alliance
		}
	}
	NORDIC_create_commmunist_alliance = {
		complete_effect = {
			clr_global_flag = NORDIC_democratic_alliance_formed NORDIC_communist_alliance_formed NORDIC_monarchist_alliance_formed
			NORDIC_remove_all_mods = yes
			dismantle_faction = yes
			create_faction = test_faction
			every_country = {
				limit = {
					NORDIC_is_nordic = yes
				}
				set_politics = {
					ruling_party = communism
					elections_allowed = no
					last_election = 1915.12.01
					election_frequency = 1234
				}
				set_political_party = {
					ideology =
# ... (truncated)
### Entity: Unit Template
Component: KOR_PAR_02
Constructs: has_government
Source: game
File: common/units/names_divisions/KOR_names_divisions.txt

Code:
KOR_PAR_02 = {
	name = Paratrooper Divisions
	for_countries = {
		KOR
	}
	can_use = {
		has_government = communism
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dth Airborne Division
	ordered = {
		1 = {
			%dst Airborne Division
		}
		2 = {
			%dnd Airborne Division
		}
		3 = {
			%drd Airborne Division
		}
		4 = {
			%dth Airborne Division
		}
		5 = {
			%dth Airborne Division
		}
		6 = {
			%dth Airborne Division
		}
		7 = {
			%dth Airborne Division
		}
		8 = {
			%dth Airborne Division
		}
		9 = {
			%dth Airborne Division
		}
		10 = {
			%dth Airborne Division
		}
	}
}
### Entity: Event
Component: CHL_political_events.31
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.31
	title = CHL_political_events.31.t
	desc = CHL_political_events.31.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.31.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.01
	}
}
### Entity: Faction
Component: faction_goal_aggressive_defense
Constructs: limit, has_defensive_war, has_offensive_war_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_aggressive_defense = {
	name = aggressive_defense_goal_name
	description = aggressive_defense_goal_desc
	group = FOCUS_FILTER_WAR_SUPPORT
	category = medium_term
	visible = {
		FROM = {
			has_defensive_war = yes
		}
	}
	completed = {
		any_allied_country = {
			has_defensive_war = yes
		}
		collection_size = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						any_enemy_country = {
							has_offensive_war_with = ROOT
							casualties_inflicted_by = {
								opponent = PREV
								thousands = > 250
							}
						}
					}
				}
				name = COLLECTION_CASUALTIES_INFLICTED_BY_FACTION_MEMBERS
			}
			value = > 0
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt ALL_FACTION_MEMBERS_INFLICTED_250K_CASUALTIES generic_skip_one_line_tt ALL_FACTION_MEMBERS
		every_faction_member = {
			limit = {
				any_enemy_country = {
					has_offensive_war_with = ROOT
					casualties_inflicted_by = {
						opponent = PREV
						thousands = > 250
					}
				}
			}
			add_faction_initiative = 1
		} {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_aggressive_defense
					}
				}
				army_experience = 50
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_40w_infantry_role
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_40w_infantry_role = {
	set_country_flag = {
		flag = EAI_INFANTRY_ROLE
		value = 3
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
		}
		if = {
			limit = {
				EAI_infantry_variant_focus_EARLY = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 312
			}
		}
		else_if = {
			limit = {
				EAI_infantry_variant_focus_CHEAP = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 310
			}
		}
		else = {
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 311
			}
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
		}
		if = {
			limit = {
				EAI_infantry_variant_focus_EARLY = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 322
			}
		}
		else_if = {
			limit = {
				EAI_infantry_variant_focus_CHEAP = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 320
			}
		}
		else = {
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 321
			}
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
		}
		if = {
			limit = {
				EAI_infantry_variant_focus_EARLY = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 332
			}
		}
		else_if = {
			limit = {
				EAI_infantry_variant_focus_CHEAP = yes
			}
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 330
			}
		}
		else = {
			set_country_flag = {
				flag = EAI_INFANTRY_TEMPLATE
				value = 331
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_the_mavag_heja
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_mavag_heja
	icon = GFX_focus_usa_escort_fighters
	prerequisite = {
		focus = wuw_HUN_establish_the_mavag_aircraft_factory
	}
	mutually_exclusive = {
		focus = wuw_HUN_develop_laszlo_vargas_design
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_establish_the_mavag_aircraft_factory
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		air_experience = 30
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = HUN_light_fighter_effort
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = light_fighter
		}
	}
}
### Entity: Faction
Component: faction_goal_airborne_corps
Constructs: limit, complete_effect, add_faction_power_projection, add_faction_initiative, every_collection_element, has_tech, has_completed_goal, random_character
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_airborne_corps = {
	name = airborne_corps_goal_name
	description = airborne_corps_goal_desc
	category = medium_term
	group = FOCUS_FILTER_AIR_XP
	available = {

	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION
			}
			unit_category = {
				paratrooper
			}
			equipment_ratio = 0.9
			size = > 29
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = THE_FACTION_LEADER generic_skip_one_line_tt ALL_FACTION_MEMBERS_WITH_PARATROOPERS_TECH generic_skip_one_line_tt ALL_FACTION_MEMBERS
		add_faction_initiative = 1
		hidden_effect = {
			every_collection_element = {
				input = {
					input = game:scope
					operators = {
						 = faction_members
						limit = {
							has_tech = paratroopers
						}
					}
					name = ALL_FACTION_MEMBERS_WITH_PARATROOPERS_TECH
				}
				IF = {
					limit = {
						NOT = {
							has_completed_goal = faction_goal_airborne_corps
						}
					}
					random_character = {
						tooltip = ONE_GENERAL
						visible_when_empty = yes
						limit = {
							is_army_leader = yes
							is_field_marshal = no
							NOT = {
								has_trait = cavalry_officer
							} {
								has_trait = panzer_leader
							} {
								has_trait = commando
							}
						}
						gain_xp = 400
						add_attack = 1
						add_trait = {
							trait = commando
						}
					}
				}
			}
		}
		effect_tooltip = {
			random_character = {
				tooltip = ONE_GENERAL
				visible_when_empty = yes
				limit = {
					is_army_leader = yes
					is_field_marshal = no
					NOT = {
						has_trait = cavalry_officer
					} {
						has_trait = panzer_leader
					} {
						has_trait = commando
					}
				}
				gain_xp = 400
				add_attack = 1
				add_trait = {
					trait = commando
				}
			}
		}
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_airborne_corps
					}
				}
				add_tech_bonus = {
					name = airborne_corps_tech_bonus
					bonus = 0.5
					uses = 1
					category = para_tech
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_equipment = {
				transport_plane_equipment = > 0
			}
		}
	}
}
### Entity: State History
Component: 745
Constructs: add_core_of
Source: game
File: history/states/745-Dalian.txt

Code:
state = {
	id = 745
	name = STATE_745
	manpower = 1034074
	state_category = large_town
	history = {
		owner = JAP
		add_core_of = CHI MAN PRC
		victory_points = {
			1150 1
		}
		buildings = {
			infrastructure = 3
			air_base = 1
			industrial_complex = 1
			fuel_silo = 1
			1150 = {
				naval_base = 5
				coastal_bunker = 1
			}
		}
	}
	provinces = {
		1150 6851
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: DEN_attention
Constructs: is_subject_of, autonomy_gain
Source: game
File: common/ideas/r56_iceland.txt

Code:
DEN_attention = {
	picture = generic_pp_unity_bonus
	cancel = {
		NOT = {
			is_subject_of = DEN
		}
	}
	modifier = {
		autonomy_gain = -0.5
	}
}
### Entity: Idea
Component: r56_LUX_unbeaten_in_battle
Constructs: stability_factor, political_power_gain
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_unbeaten_in_battle = {
	picture = german_advisors
	modifier = {
		political_power_gain = 0.35
		stability_factor = 0.15
		war_support_weekly = 0.005
		army_core_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_the_free_officers_movement
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_the_free_officers_movement
	icon = GFX_goal_EGY_dem
	relative_position_id = EGY_emphasise_the_need_for_reform
	x = 4
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_emphasise_the_need_for_reform
	}
	mutually_exclusive = {
		focus = EGY_mansoura_agreement
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		country_event = {
			id = egypt.48
			hours = 6
		}
		custom_effect_tooltip = EGY_farouk_will_be_exiled
	}
}
### Entity: State History
Component: 319
Constructs: add_core_of
Source: game
File: history/states/319-Dominican Republic.txt

Code:
state = {
	id = 319
	name = STATE_319
	manpower = 1256000
	state_category = town
	resources = {
		chromium = 1
	}
	history = {
		owner = DOM
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 3
			air_base = 1
			7660 = {
				naval_base = 2
			}
		}
		add_core_of = DOM
		victory_points = {
			7660 5
		} {
			4598 1
		}
	}
	provinces = {
		4598 7632 7660 10484
	}
	local_supplies = 0.0
}