Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_outreach_to_the_western_powers
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_game_rule
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_outreach_to_the_western_powers
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = CZE_bastion_of_liberty
	} {
		focus = CZE_compromise_with_the_veteran_agrarian
	}
	relative_position_id = CZE_placate_benes_faction
	x = 2
	y = 4
	offset = {
		x = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_bastion_of_liberty
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	bypass = {
		GER = {
			OR = {
				exists = no
				if = {
					limit = {
						has_dlc = Gotterdammerung
					}
					has_completed_focus = GER_oppose_hitler_ww
				}
				else = {
					has_completed_focus = GER_oppose_hitler
				}
				has_completed_focus = GER_befriend_czechoslovakia GER_demand_sudetenland
				is_subject = yes
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_command_power = 25
		if = {
			limit = {
				FRA = {
					has_government = ROOT
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			FRA = {
				add_opinion_modifier = {
					target = CZE
					modifier = CZE_renewed_diplomatic_efforts
				}
				add_ai_strategy = {
					type = support
					id = CZE
					value = 5
				} {
					type = protect
					id = CZE
					value = 5
				}
			}
		} {
			limit = {
				ENG = {
					has_government = ROOT
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			ENG = {
				add_opinion_modifier = {
					target = CZE
					modifier = CZE_renewed_diplomatic_efforts
				}
				add_ai_strategy = {
					type = support
					id = CZE
					value = 5
				}
			}
		} {
			limit = {
				USA = {
					has_government = ROOT
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			USA = {
				add_opinion_modifier = {
					target = CZE
					modifier = CZE_renewed_diplomatic_efforts
				}
			}
		} {
			limit = {
				NOT = {
					GER = {
						OR = {
							exists = no
							has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww GER_befriend_czechoslovakia GER_demand_sudetenland
							is_subject = yes
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt CZE_alli
# ... (truncated)
### Entity: Character
Component: HON_jose_zuniga_huete
Source: game
File: common/characters/HON.txt

Code:
HON_jose_zuniga_huete = {
	advisor = {
		slot = army_chief
		idea_token = HON_jose_zuniga_huete
		allowed = {
			original_tag = HON
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = José Zuñiga Huete
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_german_heavy_industry_expansion
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_tech, has_capitulated, is_ai
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_german_heavy_industry_expansion
	icon = GFX_goal_generic_industrial_plan
	prerequisite = {
		focus = SUD_invite_german_investors
	}
	text = GEN_german_heavy_industry_expansion
	x = 0
	y = 2
	relative_position_id = SUD_invite_german_investors
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		num_of_controlled_states = > 0
		OR = {
			has_tech = concentrated_industry2 dispersed_industry2
		}
		any_other_country = {
			OR = {
				original_tag = GER BAY PRE WGR
			} {
				has_government = ROOT
				AND = {
					NOT = {
						has_government = communism
					}
					ROOT = {
						has_government = neutrality
					}
				}
			}
			has_capitulated = no
			if = {
				limit = {
					ROOT = {
						is_ai = no
					}
				}
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	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 = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				num_of_controlled_states = > 0
				NOT = {
					any_owned_state = {
						is_core_of = ROOT
					}
				}
			}
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: AUS_veteran_head_of_agency
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_veteran_head_of_agency = {
	random = no
	sprite = 15
	army_intel_decryption_bonus = 5
	civilian_intel_decryption_bonus = 5
}
### Entity: Decision
Component: ISR_crush_lehi_category
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, fire_only_once, check_variable, is_good, set_country_flag, save_event_target_as
Source: game
File: common/decisions/ISR.txt

Code:
ISR_crush_lehi_category = {
	ISR_impending_uprising = {
		days_mission_timeout = 120
		allowed = {
			always = no
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = ISR_lehi_strength_under_10
				check_variable = {
					ISR_lehi_strength = < 10
				}
			}
		}
		ai_will_do = {
			factor = 1000
		}
		selectable_mission = yes
		is_good = no
		icon = GFX_decision_revolt
		timeout_effect = {
			set_country_flag = ISR_lehi_crushed
			start_civil_war = {
				ideology = fascism
				size = 0.6
				save_event_target_as = ISR_civilwar_tag
				hidden_effect = {
					load_focus_tree = {
						tree = israel_focus
						keep_completed = yes
					}
					uncomplete_national_focus = {
						focus = ISR_gather_the_loyalists
						uncomplete_children = yes
						refund_political_power = no
					}
					set_country_flag = ISR_lehi_succeeded
					unlock_national_focus = ISR_empower_stern_gang ISR_gather_outside_support ISR_strike_infrastructure
				}
			}
			every_neighbor_country = {
				limit = {
					OR = {
						TAG = LEB SYR IRQ PAL JOR EGY
					}
					is_subject = no
					NOT = {
						is_ally_with = ISR
					}
				}
				country_event = {
					id = israel.50
					days = 1
					random_hours = 24
				}
			}
		}
		complete_effect = {
			set_country_flag = ISR_lehi_crushed
			hidden_effect = {
				add_manpower = -1000
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -100
				}
			}
			country_event = {
				id = israel.53
				days = 1
				random_hours = 12
			}
		}
		custom_cost_trigger = {
			OR = {
				is_ai = yes
				AND = {
					has_manpower = > 1000
					has_equipment = {
						infantry_equipment = > 100
					}
				}
			}
		}
		custom_cost_text = ISR_crush_lehi_cost
	}
	ISR_launch_raid = {
		days_remove = 3
		days_re_enable = 5
		custom_cost_trigger = {
			has_manpower = > 200
		}
		ai_will_do = {
			factor = 100
		}
		icon = GFX_decision_generic_ignite_civil_war
		fixed_random_seed = no
		custom_cost_text = MPL_decision_cost_men
		remove_effect = {
			random_list = {
				ISR_raid_chance_good = {
					country_event = israel.51
				}
				ISR_raid_chance_bad = {
					country_event = israel.52
				}
			}
		}
	}
	ISR_track_lehi_messengers = {
		days_remove = 14
		days_re_enable = 21
		cost = 30
		icon = GFX_decision_onmap_recruit_operative
		ai_will_do = {
			factor = 200
		}
		remove_effect = {
			custom_effect_tooltip = ISR_raid_bett
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_ahc_meeting
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_ahc_meeting
	icon = GFX_goal_fire_paper_peoples
	x = 0
	y = 1
	prerequisite = {
		focus = PAL_peoples_movement
	}
	cost = 5
	relative_position_id = PAL_peoples_movement
	completion_reward = {
		country_event = palestine.6
		add_political_power = 100
	}
	ai_will_do = {
		factor = 10
	}
}
### Entity: Character
Component: POL_chief_staffer2
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_chief_staffer2 = {
	sprite = 14
	max_planning = 0.1
	conversion_cost_civ_to_mil_factor = -0.03
	experience_gain_army = 0.09
	superior_firepower_mastery_gain_factor = 0.05
	command_cap_increase = 20
	grand_battleplan_mastery_gain_factor = 0.05
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_czechoslovak_firearms
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_czechoslovak_firearms
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = CZE_armament_program
	}
	x = 0
	y = 1
	relative_position_id = CZE_armament_program
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			else = {
				custom_effect_tooltip = available_materiel_manufacturer
				show_ideas_tooltip = CZE_sellier_and_bellot
			}
		}
		add_tech_bonus = {
			name = infantry_weapons
			bonus = 1
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: GER_is_north_RKC_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_north_RKC_state = {
	OR = {
		state = 764 45 82 84 76 83 974 973 154 43 155
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_demonize_the_monarchy
Constructs: prerequisite, limit, has_government, add_stability, add_opinion_modifier, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_demonize_the_monarchy
	icon = GFX_goal_generic_communism
	relative_position_id = MPL_communism_victory
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = MPL_communism_victory
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_popularity = {
			ideology = communism
			popularity = 0.1
		} {
			ideology = neutrality
			popularity = -0.1
		}
		if = {
			limit = {
				ENG = {
					NOT = {
						has_government = communism
					}
				}
			}
			add_opinion_modifier = {
				target = ENG
				modifier = large_decrease
			}
			ENG = {
				add_opinion_modifier = {
					target = MPL
					modifier = large_decrease
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: JAM_pot
Source: game
File: common/characters/JAM.txt

Code:
JAM_pot = {
	advisor = {
		slot = political_advisor
		idea_token = JAM_pot
		allowed = {
			original_tag = JAM
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Name List
Component: EST
Source: game
File: common/names/00_names.txt

Code:
EST = {
	male = {
		names = {
			Aadu Alar Aleksander Andrus Artur August Bernard Dmitri Eduard Eerik Elmar Ernst Georg Gustav Haman Harri Heino Hendrik Hjalmar Ivari Jaan Jakob Johannes Joosep Juhan Julius Jüri Kaarel Kalev Konstantin Lennart Ludvig Madis Mart Mikhel Nigul Olev Paavo Peeter Pent Ragnar Siiri Sven Tarmo Tõnis Toomas Uno Valmar Villwm Voldemar
		}
	}
	female = {
		names = {
			Anna Imbi Jaana Johanna Mari Mirjam Piia Piret Ilse Ida Riin Sirje Salme Kätlin
		}
	}
	surnames = {
		Aamisepp Aavik Adams Anvel Barbarus Bornhöhe Eenpalu Hint Hurt Jaakson Kangro Kint Klaasen Koern Kõiv Kotli Kumari Kupine Kuusik Leppik Lipping Lohk Mäe Männil Moora Natus Nurkse Nurmekund Õkva Öpik Orkivu Päts Perna Piiper Poska Puusepp Ränk Rei Reinman Siinmaa Sikkar Sirk Tõnisson Uluots Vaga Veske Vilbaste Vilms von Uexküll Warma
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_al_zafir_kahi_missles
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_al_zafir_kahi_missles
	icon = GFX_focus_rocketry
	relative_position_id = EGY_reestablish_control_of_the_EAAF
	x = 1
	y = 3
	cost = 10
	prerequisite = {
		focus = EGY_royal_egyptian_airforce
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_al_zafir_kahi_missles
			bonus = 1
			uses = 1
			category = rocketry
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
		add_ideas = r56_generic_rocket_idea
	}
}
### Entity: Scripted Effect
Component: DEN_bop_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_high_increase_effect = {
	add_power_balance_value = {
		id = DEN_balance_of_power
		value = 0.2
	}
}
### Entity: Idea
Component: EAI_DD_10/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BAY_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 692
	division_template = Infanterie-Division
	start_experience_factor = 0.3
}
### Entity: AI Strategy
Component: BRA_fascism_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/BRA_alternate_strategy_plan.txt

Code:
BRA_fascism_plan = {
	name = Brazilian Fascist Plan
	desc = 
	allowed = {
		original_tag = BRA
	}
	enable = {
		OR = {
			has_country_flag = BRA_AI_RANDOM_FASCISM
			has_game_rule = {
				rule = BRA_AI_BEHAVIOR
				option = FASCISM
			}
		}
		has_dlc = Trial of Allegiance
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		BRA_tribunal_de_seguranca_nacional BRA_coffee_crisis_aftermath BRA_work_with_the_integralists SMB_army SMB_navy BRA_desenvolvimentismo BRA_cohen_plan BRA_estado_moderno BRA_promote_resource_extraction BRA_anaue BRA_stimulate_the_civilian_economy BRA_consolidation_of_labor_laws BRA_radio_nacional BRA_deal_with_the_cangaceiro BRA_corporatism BRA_reject_cosmopolitanism BRA_departamento_feminino BRA_departamento_de_ordem_politica_e_social BRA_tech_slot_1 BRA_integrity_of_the_fatherland BRA_brazil_integral BRA_ethical_internationalism SMB_military_facilities SMB_army_academy BRA_domination_of_the_americas BRA_companhia_siderurgica_nacional BRA_batalha_do_borracha SMB_air_force BRA_defense_of_the_fatherland
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: CHL_democratic_volunteer_corps
Constructs: removal_cost, conscription_factor, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/chile.txt

Code:
CHL_democratic_volunteer_corps = {
	picture = SPR_international_brigades
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		send_volunteer_divisions_required = -0.4
		send_volunteer_size = 2
		send_volunteers_tension = -0.3
		lend_lease_tension = -0.4
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_universitat_graz
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_universitat_graz
	icon = GFX_focus_research
	prerequisite = {
		focus = AUS_consolidate_industries AUS_wienfilm_propaganda_effort
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_consolidate_industries
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_local_unity
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_in_array, add_compliance, add_resistance
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_local_unity
	icon = GFX_goal_generic_national_unity
	available = {
		any_owned_state = {
			custom_trigger_tooltip = {
				tooltip = INS_is_noncore_but_indonesian_trigger_tt
				is_in_array = {
					array = INS.default_noncore_states
					value = THIS
				}
			}
		}
	}
	prerequisite = {
		focus = INS_vice_presidential_edict
	}
	mutually_exclusive = {

	}
	bypass = {
		NOT = {
			any_owned_state = {
				custom_trigger_tooltip = {
					tooltip = INS_is_noncore_but_indonesian_trigger_tt
					is_in_array = {
						array = INS.default_noncore_states
						value = THIS
					}
				}
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = INS_vice_presidential_edict
	cost = 5
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_in_array = {
					array = INS.default_noncore_states
					value = THIS
				}
			}
			add_compliance = 30
			add_resistance = -60
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_liberate_bosnian_croats
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, create_wargoal, take_state_focus, add_ai_strategy
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_liberate_bosnian_croats
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = CRO_military_youth
	}
	relative_position_id = CRO_military_youth
	x = 1
	y = 2
	cost = 5
	available = {
		is_subject = no
		804 = {
			OWNER = {
				r56_script_target_is_sane = yes
				NOT = {
					OR = {
						original_tag = CRO
						is_in_faction_with = CRO
					}
				}
			}
		}
	}
	will_lead_to_war_with = BOS YUG HRZ
	completion_reward = {
		804 = {
			OWNER = {
				ROOT = {
					create_wargoal = {
						target = PREV
						expire = 0
						type = take_state_focus
						generator = {
							104 804 961 962
						}
					}
					add_ai_strategy = {
						type = conquer
						id = PREV
						value = 200
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: GER_is_RCO_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RCO_state = {
	OR = {
		state = 304 685 316 317 312 314 313 311 474 475 476 477 485 478 277 479 481 480 482 483 315 689 693 690 318 319 686 695 694 308 692 691 375 371 370 367 366 365 376 377 374 372
	}
}
### Entity: Trigger Reference
Construct: has_idea_with_trait
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_idea_with_trait

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if country has idea with specified trait
```
### Entity: National Focus
Tree: sia_focus
Component: SIA_expand_the_ground_armaments_industry_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_focus_autohide_rule_trigger_r56, random_owned_controlled_state
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_expand_the_ground_armaments_industry_r56
	icon = GFX_goal_generic_military_factories
	cost = 10
	prerequisite = {
		focus = SIA_issue_economic_mobilization_r56
	}
	mutually_exclusive = {
		focus = SIA_scale_up_naval_production_r56 SIA_bolster_aerial_production_r56
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_scale_up_naval_production_r56 SIA_bolster_aerial_production_r56
			}
		}
	}
	x = 2
	y = 2
	relative_position_id = SIA_issue_economic_mobilization_r56
	offset = {
		x = -2
		trigger = {
			has_completed_focus = SIA_expand_the_ground_armaments_industry_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	ai_will_do = {
		base = 999
	}
	available = {
		SIA_issue_economic_mobilization_trigger_r56 = yes
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1134
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1132
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_expanding_the_ground_armaments_industry_r56
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: URG_venancio_flores
Source: game
File: common/characters/URG.txt

Code:
URG_venancio_flores = {
	portraits = {
		civilian = {
			large = GFX_portrait_Venancio_Flores
		}
	}
	country_leader = {
		ideology = anti_revisionism
		expire = 1956.1.1.12
		id = -1
	}
}
### Entity: Scripted Effect
Component: ITA_bop_medium_increase_king_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_medium_increase_king_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.15
		tooltip_side = ITA_king_side
	}
}
### Entity: Decision
Component: CHI_tsr_renegotiating_with_warlords_cat
Constructs: has_war_with, has_country_flag, is_major, is_chinese_warlord, is_subject, has_army_manpower, complete_effect, set_country_flag
Source: game
File: common/decisions/CHI_decisions.txt

Code:
CHI_tsr_renegotiating_with_warlords_cat = {
	CHI_renegotiate_with_warlord = {
		icon = GFX_decision_generic_decision
		available = {

		}
		visible = {

		}
		target_array = global.is_chinese_warlord
		target_trigger = {
			FROM = {
				is_subject = no
				exists = yes
				has_war_with = ROOT
				NOT = {
					has_country_flag = CHI_asked_for_separate_peace
				}
			}
		}
		cost = 25
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				FROM = {
					has_army_manpower = {
						size = > 197000
					}
				}
				any_enemy_country = {
					is_major = yes
				}
			}
		}
		complete_effect = {
			FROM = {
				country_event = {
					id = SEA_warlords.29
					days = 1
				}
				set_country_flag = CHI_asked_for_separate_peace
			}
		}
	}
}
### Entity: Idea
Component: AST_R56_a_corporate_state_idea
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_a_corporate_state_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		production_speed_buildings_factor = 0.05
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Character
Component: TUR_memduh_tagmac
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_memduh_tagmac = {
	name = TUR_memduh_tagmac
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
	advisor = {
		slot = air_chief
		idea_token = TUR_memduh_tagmac
		allowed = {
			original_tag = TUR
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}