Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_MILITARY_strength_FACTOR
Constructs: limit, all_of, clear_temp_array, set_temp_variable, is_in_array, add_to_temp_array, add_to_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_strategy_triggers.txt

Code:
EAI_MILITARY_strength_FACTOR = {
	clear_temp_array = our_side their_side
	set_temp_variable = {
		_id = THIS.id
	} {
		_at_war = 1
	} {
		our_side_army = 0
	} {
		our_side_navy = 0
	} {
		their_side_army = 0
	} {
		their_side_navy = 0
	} {
		tot_ratio = army_ratio
	} {
		strength_factor_ = 1
	}
	EAI_TRIGGER_get_side = yes
	all_of = {
		array = side_
		if = {
			limit = {
				NOT = {
					is_in_array = {
						our_side = v
					}
				}
			}
			add_to_temp_array = {
				our_side = v
			}
		}
	}
	EAI_TRIGGER_get_state_controllers = yes
	all_of_scopes = {
		array = controllers_
		set_temp_variable = {
			_id = THIS.id
		}
		EAI_TRIGGER_get_side = yes
		all_of = {
			array = side_
			if = {
				limit = {
					NOT = {
						is_in_array = {
							their_side = v
						}
					}
				}
				add_to_temp_array = {
					their_side = v
				}
			}
		}
	} {
		array = our_side
		add_to_temp_variable = {
			our_side_army = deployed_army_manpower_k
		} {
			our_side_navy = EAI_num_surface_ships
		}
	} {
		array = their_side
		add_to_temp_variable = {
			their_side_army = deployed_army_manpower_k
		} {
			their_side_navy = EAI_num_surface_ships
		}
	}
	if = {
		limit = {
			check_variable = {
				their_side_army = > 0
			}
		}
		set_temp_variable = {
			army_ratio = our_side_army
		}
		divide_temp_variable = {
			army_ratio = their_side_army
		}
	} {
		limit = {
			check_variable = {
				their_side_navy = > 0
			}
		}
		set_temp_variable = {
			navy_ratio = our_side_navy
		}
		divide_temp_variable = {
			navy_ratio = their_side_navy
		}
	} {
		limit = {
			check_variable = {
				navy_ratio = > 1.5
			} {
				army_ratio = > 0.75
			} {
				tot_ratio = > 1.25
			}
		}
		set_temp_variable = {
			_val_ = tot_ratio
		} {
			_min = 1
		} {
			_max = 5
		} {
			_scale = 5
		}
		EAI_MATH_TRIGGER_normalize = yes
		EAI_MATH_TRIGGER_scale = yes
		add_to_temp_variable = {
			strength_factor_ = _val_
		}
	}
	else = {
		set_temp_variable = {
			army_ratio = 1
		}
	} {
		set_temp_variable = {
			navy_ratio = 1
		}
	}
	add_to_temp_variable = {
		tot_ratio = navy_ratio
	}
	divide_temp_variable = {
		tot_ratio = 2
	}
}
### Entity: State History
Component: 900
Constructs: add_core_of
Source: game
File: history/states/900-Benue.txt

Code:
state = {
	id = 900
	name = STATE_900
	manpower = 1163674
	resources = {
		coal = 2
	}
	state_category = pastoral
	history = {
		owner = ENG
		add_core_of = NGA BIA
		victory_points = {
			8034 2
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		1992 4889 7978 8034 10831
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: NOR_nortraship_dock_limited
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_nortraship_dock_limited = {
	allowed = {
		original_tag = NOR
	}
	available = {
		has_completed_focus = NOR_nortraship_production_incentives
	}
	picture = generic_naval_manufacturer_3
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		convoy_escort_naval_manufacturer
	}
	modifier = {
		naval_equipment_upgrade_xp_cost = -0.15
		repair_speed_factor = 0.05
	}
	ai_will_do = {
		factor = 5
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Steel_Investments
Constructs: prerequisite, completion_reward, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Steel_Investments
	icon = GFX_goal_BEL_steel
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Align_the_Unions DEN_Agrarian_Reform
	} {
		focus = DEN_Crackdown_on_Political_Violence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 2
	y = 4
	relative_position_id = DEN_Social_Democratic_Majority
	completion_reward = {
		random_owned_state = {
			prioritize = {
				964
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 2
			}
		} {
			prioritize = {
				99
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
			}
		}
		custom_effect_tooltip = DEN_unlock_stalvalsevaerket_tt
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_seize_trinidad
Constructs: prerequisite, completion_reward, is_puppet, is_in_faction_with, has_full_control_of_state, unlock_decision_tooltip
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_seize_trinidad
	icon = GFX_goal_attack_trinidad
	x = 52
	y = 9
	cost = 7.2
	available = {
		is_puppet = no
		691 = {
			OWNER = {
				NOT = {
					is_in_faction_with = ROOT
				}
			}
		}
	}
	prerequisite = {
		focus = VEN_prepare_amphibious_landings
	}
	bypass = {
		has_full_control_of_state = 691
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		unlock_decision_tooltip = VEN_claim_trinidad_decision
	}
}
### Entity: Event
Component: GOE_RAJ.33
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.33
	title = GOE_RAJ.33.t
	desc = GOE_RAJ.33.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.33.a
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = 6
		 = _month_timer_mughal_tt
		trigger = {
			NOT = {
				TAG = RAJ
			}
		}
	} {
		name = GOE_RAJ.33.c
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = GOE_RAJ_33_c_tt
		trigger = {
			TAG = RAJ
		}
	}
}
### Entity: Order of Battle
Component: air_wing_64
Source: game
File: history/units/GER_1939_air_bba.txt

Code:
air_wings = {
	64 = {
		transport_plane_equipment_1 = {
			owner = GER
			amount = 66
		} {
			owner = GER
			amount = 66
		}
		small_plane_airframe_1 = {
			owner = GER
			version_name = Bf 109 E
			amount = 60
		} {
			owner = GER
			version_name = Bf 109 E
			amount = 60
		} {
			owner = GER
			amount = 30
			version_name = Bf 110 C
		}
	}
}
### Entity: Event
Component: austria.31
Constructs: is_triggered_only, limit, add_state_claim, create_wargoal, take_claimed_state, take_state_focus
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.31
	title = austria.31.t
	desc = austria.31.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = austria.31.a
		if = {
			limit = {
				original_tag = AUS
			}
			add_state_claim = 69 1078 9 75 74 72
			create_wargoal = {
				type = take_claimed_state
				target = CZE
				generator = {
					9 69 1078 75 74 72
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HUN
			}
			create_wargoal = {
				type = take_state_focus
				target = CZE
				generator = {
					664 996 70 71 72 73
				}
			}
			add_state_claim = 70 71
		}
	}
}
### Entity: Character
Component: JAP_pacifist_baron
Constructs: stability_factor, war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_pacifist_baron = {
	random = no
	sprite = 13
	stability_factor = 0.15
	democratic_drift = 0.03
	war_support_factor = -0.1
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_study_foreign_tanks
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_study_foreign_tanks
	icon = GFX_goal_generic_license_tanks
	prerequisite = {
		focus = CUB_maximo_gomez_command_academy
	}
	relative_position_id = CUB_maximo_gomez_command_academy
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_study_foreign_tanks
			bonus = 1
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SWI_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 11
	}
	location = 9587
	division_template = Grenzbrigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Scripted Effect
Component: SOV_foreign_politics_decision_cost_reduction_effect
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_foreign_politics_decision_cost_reduction_effect = {
	divide_variable = {
		SOV_pressure_country_government_cost = 2
	} {
		SOV_promote_ideology_rallies_cost = 2
	} {
		SOV_send_ultimatum_to_country_cost = 2
	} {
		SOV_send_infantry_equipment_cost = 2
	} {
		SOV_peace_deal_cost = 2
	} {
		SOV_sinkiang_proposal_cost = 2
	}
	round_variable = SOV_pressure_country_government_cost SOV_promote_ideology_rallies_cost SOV_send_ultimatum_to_country_cost SOV_send_infantry_equipment_cost SOV_peace_deal_cost SOV_sinkiang_proposal_cost
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_enforce_western_attire
Constructs: prerequisite, limit, completion_reward, add_to_variable, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, random_core_state
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_enforce_western_attire
	icon = GFX_focus_CHL_enlarge_the_textile_industries
	prerequisite = {
		focus = AFG_revive_the_1923_constitution
	}
	x = 1
	y = 1
	relative_position_id = AFG_revive_the_1923_constitution
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = AFG_modifiy_1923_constitution_modifier_tt generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
		add_to_variable = {
			AFG_1923_const_modifier_stability_factor = -0.05
			tooltip = stability_factor_tt
		}
		IF = {
			limit = {
				1006 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			1006 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		ELSE = {
			random_core_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					is_owned_and_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		show_ideas_tooltip = AFG_textile_company_idea
	}
}
### Entity: Name List
Component: DNZ
Source: game
File: common/names/r56_names.txt

Code:
DNZ = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Germany Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: Modding Documentation
Construct: goto_province
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## goto_province
* Arguments: province id

Centers to province
### Entity: National Focus
Tree: can_focus
Component: CAN_red_deer_training_camp
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_red_deer_training_camp
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = CAN_royal_regiment_of_canadian_artillery CAN_a_motorized_army
	}
	x = -2
	y = 4
	relative_position_id = CAN_army_modernization
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 30
		add_doctrine_cost_reduction = {
			name = CAN_red_deer_training_camp
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: cuba.21
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.21
	picture = GFX_report_event_generic_naval_treaty
	title = cuba.21.t
	desc = cuba.21.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = cuba.21.a
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				tag = CUB
			}
		}
		army_experience = 10
	} {
		name = cuba.21.b
		ai_chance = {
			base = 10
		}
		trigger = {
			tag = CUB
		}
		add_stability = -0.01
		army_experience = 5
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_befriend_france
Constructs: prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward, is_puppet, is_in_faction_with
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_befriend_france
	icon = GFX_focus_chi_reach_out_to_france
	text = GRE_befriend_france
	prerequisite = {
		focus = GRE_diplomatic_actions
	}
	x = 1
	y = 1
	relative_position_id = GRE_diplomatic_actions
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		NOT = {
			has_war_with = FRA
		}
		OR = {
			is_puppet = no
			is_in_faction_with = FRA
		}
	}
	completion_reward = {
		add_opinion_modifier = {
			target = FRA
			modifier = medium_increase
		}
		FRA = {
			add_opinion_modifier = {
				target = GRE
				modifier = medium_increase
			}
		}
		add_ideas = GRE_french_military_advisors
	}
}
### Entity: Trigger Reference
Construct: estimated_intel_max_piercing
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## estimated_intel_max_piercing

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Compares estimated max armor based on intel. Example: estimated_intel_max_piercing = { tag = ITA value > 1 }
```
### Entity: National Focus
Tree: phi_focus
Component: PHI_the_agricultural_tenancy_act
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_the_agricultural_tenancy_act
	icon = GFX_focus_SWE_hygienic_housing
	prerequisite = {
		focus = PHI_open_the_agricultural_bank PHI_the_wage_rationalization_act
	}
	relative_position_id = PHI_open_the_agricultural_bank
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		add_ideas = PHI_agricultural_tenancy_act
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: POL
Component: POL_army
Source: game
File: history/countries/POL - Poland.txt

Code:
# OOB & Army Setup for POL
oob = POL_1936
### Entity: Scripted Effect
Component: MON_chi_low_influence_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_chi_low_influence_decrease_effect = {
	custom_effect_tooltip = MON_chi_tt MON_low_influence_decrease_tt
	add_to_variable = {
		chi_influence_in_mon = MON_low_influence_decrease
	}
	clamp_variable = {
		var = chi_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Character
Component: ITA_amadeo_bordiga
Constructs: limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/ITA.txt

Code:
ITA_amadeo_bordiga = {
	name = ITA_amadeo_bordiga
	portraits = {
		army = {
			small = GFX_idea_amadeo_bordiga
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = amadeo_bordiga
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			ITA_is_going_antifascist_in_bba = yes
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			base = 0.0
		}
	}
}
### Entity: Idea
Component: CHL_popular_freedom_alliance_in_power
Constructs: war_support_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_popular_freedom_alliance_in_power = {
	picture = CHL_popular_freedom_alliance_in_power
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		democratic_acceptance = 30
		fascism_acceptance = 30
		neutrality_acceptance = 60
		neutrality_drift = 0.04
		war_support_factor = 0.1
	}
}
### Entity: Event
Component: PER_imperial_events.232
Constructs: is_triggered_only, ai_chance, fire_only_once, retire_country_leader, set_global_flag, set_party_name, set_cosmetic_tag, set_nationality
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.232
	title = PER_imperial_events.232.t
	desc = PER_imperial_events.232.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.232.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			retire_country_leader = yes
			set_global_flag = PER_pahlavis_exiled_flag
		}
		set_party_name = {
			ideology = neutrality
			long_name = PER_qajar_dynasty_party_long
			name = PER_qajar_dynasty_party
		}
		promote_character = {
			character = PER_mohammad_hassan_mirza
			ideology = despotism
		}
		set_cosmetic_tag = PER_persia
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		PER_reza_shah_pahlavi = {
			set_nationality = SAF
		}
		PER_mohammed_reza_pahlavi = {
			set_nationality = SAF
			remove_trait = {
				trait = compassionate_gentleman
				slot = political_advisor
			}
			add_trait = {
				trait = PER_disinherited_heir_trait
				slot = political_advisor
			}
		}
		add_autonomy_score = {
			value = 75
			localization = PER_reinstate_qajars
		}
		PER = {
			country_event = {
				id = PER_imperial_events.233
				hours = 3
			}
		}
	}
}
### Entity: Idea
Component: ICE_viking_spirit_odin_thor_fenrir
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_odin_thor_fenrir = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.15
		stability_factor = 0.1
		research_speed_factor = 0.05
		political_power_gain = 0.15
		army_attack_factor = 0.25
		army_attack_speed_factor = 0.05
		army_org_factor = 0.1
	}
}
### Entity: Character
Component: BOT_ar
Source: game
File: common/characters/BOT.txt

Code:
BOT_ar = {
	advisor = {
		slot = high_command
		idea_token = BOT_ar
		ledger = army
		allowed = {
			original_tag = BOT
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Scripted Trigger
Component: GER_is_GEN_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_GEN_state = {
	OR = {
		state = 10 90 92 88
	}
}
### Entity: Idea
Component: BUL_italian_materiel_designer
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_italian_materiel_designer = {
	name = lancia
	picture = lancia
	cost = 75
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_country_flag = BUL_italian_military_agreements_flag
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_italian_materiel_designer_flag
				}
			}
			ITA = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		NOT = {
			has_war_with = ITA
		} {
			has_completed_focus = BUL_nationalization
		}
		OR = {
			is_subject = no
			is_subject_of = ITA
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_italian_materiel_designer_flag
				}
			}
			random_owned_state = {
				limit = {
					is_fully_controlled_by = ROOT
					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
				}
			}
			set_country_flag = BUL_contract_with_italian_materiel_designer_flag
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_expand_RD_facilities
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_expand_RD_facilities
	prerequisite = {
		focus = HOL_philips_focus
	}
	icon = GFX_focus_research
	x = 0
	y = 1
	relative_position_id = HOL_philips_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Modding Documentation
Construct: operation_test_phase_selection
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## operation_test_phase_selection
* Arguments: Operation ID, Target Tag

Test an operation phase.
### Entity: National Focus
Tree: gua_focus
Component: GUA_divert_our_trade
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_divert_our_trade
	icon = GFX_focus_generic_german_trade
	prerequisite = {
		focus = GUA_join_the_axis
	}
	x = -1
	y = 1
	relative_position_id = GUA_join_the_axis
	cost = 8
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				313
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = GUA_german_trade
	}
}
### Entity: Character
Component: BRD_communist_guy
Constructs: has_government
Source: game
File: common/characters/BRD.txt

Code:
BRD_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BRD_communist_guy
		allowed = {
			original_tag = BRD
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}