Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: GER_focus_yugo
Constructs: has_war_with, has_capitulated, is_historical_focus_on
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_focus_yugo = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_war_with = YUG
		YUG = {
			has_capitulated = no
		}
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 24
		value = 30000
	}
}
### Entity: Idea
Component: federalism_upc
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
federalism_upc = {
	picture = generic_democratic_drift_bonus
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		political_power_factor = -0.4
		production_factory_start_efficiency_factor = 0.125
		production_factory_max_efficiency_factor = 0.125
		production_factory_efficiency_gain_factor = 0.125
		surrender_limit = 0.13
		stability_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Unit Template
Component: MON_CAV_01
Source: game
File: common/units/names_divisions/MON_names_divisions.txt

Code:
MON_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		MON
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d-p Morit Diviziin
	ordered = {
		1 = {
			%d-r Morit Diviziin
		}
		2 = {
			%d-p Morit Diviziin
		}
		3 = {
			%d-p Morit Diviziin
		}
		4 = {
			%d-p Morit Diviziin
		}
		5 = {
			%d-p Morit Diviziin
		}
		6 = {
			%d-p Morit Diviziin
		}
		7 = {
			%d-p Morit Diviziin
		}
		8 = {
			%d-p Morit Diviziin
		}
		9 = {
			%d-p Morit Diviziin
		}
		10 = {
			%d-p Morit Diviziin
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.46
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.46
	title = SEA_PHI_political_events.46.t
	desc = SEA_PHI_political_events.46.desc
	picture = GFX_report_event_japanese_reply
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.46.a
		set_country_flag = PHI_japan_independence_help
	}
}
### Entity: Event
Component: INS_volksraad_events.4
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.4
	title = INS_volksraad_events.2.t
	desc = INS_volksraad_events.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.2.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			indonesia_volksraad_reject_75_effect = yes
		}
		hidden_effect = {
			INS = {
				add_political_power = 37
			}
		}
	}
}
### Entity: Country History
Country: UZB
Component: UZB_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/UZB - Uzbekistan.txt

Code:
# Politics & Parties for UZB
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 1
	communism = 40
	neutrality = 9
}
### Entity: Event
Component: INS_chaos_events.3
Constructs: is_triggered_only, add_stability, fire_only_once
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_chaos_events.3
	title = INS_chaos_events.3.t
	desc = INS_chaos_events.3.desc
	picture = GFX_report_event_generic_destroyed_vehicles
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = INS_chaos_events.3.a
		add_stability = -0.025
		activate_mission = INS_national_revolution_republic_sukarno_threatened
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_soviet_cooperation
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_opinion, add_doctrine_cost_reduction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_soviet_cooperation
	icon = GFX_goal_ISR_military_soviet
	relative_position_id = ISR_strengthen_maki
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_strengthen_maki
	}
	available = {
		SOV = {
			has_government = communism
			has_opinion = {
				target = ISR
				value = > 79
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				NOT = {
					has_government = communism
				}
				has_war_with = ISR
			}
		}
	}
	cost = 5
	completion_reward = {
		army_experience = 25
		air_experience = 25
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			name = ISR_soviet_cooperation
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: bra_naval_manu_2
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_naval_manu_2 = {
	picture = santos
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = raiding_fleet_naval_manufacturer
				limit = 1
			}
		}
	}
	available = {
		has_completed_focus = BRA_R56_submarines
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
}
### Entity: Modifier Reference
Component: SOV_fourth_five_year_plan_dynamic_modifier_alt
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_fourth_five_year_plan_dynamic_modifier_alt = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_fourth_five_year_plan
	production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor
	production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor
	consumer_goods_factor = SOV_fyp_consumer_goods_factor
	production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor
	industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor
	production_speed_arms_factory_factor = SOV_fyp_production_speed_arms_factory_factor
	line_change_production_efficiency_factor = SOV_fyp_line_change_production_efficiency_factor
	production_factory_start_efficiency_factor = SOV_fyp_production_factory_start_efficiency_factor
	industrial_capacity_factory = SOV_fyp_industrial_capacity_factory
	industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard
	fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states
	production_oil_factor = SOV_fyp_production_oil_factor
	industry_repair_factor = SOV_fyp_industry_repair_factor
}
### Entity: Character
Component: SND_liao_anbang
Source: game
File: common/characters/SND.txt

Code:
SND_liao_anbang = {
	name = Liao Anbang
	portraits = {
		army = {
			large = GFX_Portrait_Asia_Generic_land_2
			small = GFX_Portrait_Asia_Generic_land_2_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SND_liao_anbang2
		allowed = {
			original_tag = SND
		}
		cost = 150
		visible = {

		}
		available = {

		}
		traits = {
			paramilitarist
		}
	} {
		slot = high_command
		idea_token = SND_liao_anbang
		ledger = army
		cost = 100
		allowed = {
			original_tag = SND
		}
		traits = {
			army_concealment_2
		}
		ai_will_do = {
			factor = 1
		}
	}
	corps_commander = {
		traits = {
			camouflage_expert infantry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: hon.58
Constructs: is_triggered_only, ai_chance, white_peace
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.58
	title = hon.58.t
	desc = hon.58.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.58.a
		ai_chance = {
			base = 99
		}
		white_peace = HON
		HON = {
			country_event = hon.59
		}
	} {
		name = hon.58.b
		ai_chance = {
			base = 1
		}
		HON = {
			country_event = hon.60
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expanded_conscription_drive
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_expanded_conscription_drive
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = NOR_field_hospitals
	}
	x = 0
	y = 1
	relative_position_id = NOR_field_hospitals
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = NOR_expanded_conscription_ns
			days = 730
		}
	}
}
### Entity: Achievement
Component: nobody_expects
Constructs: has_government, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_in_faction_with, is_faction_leader
Source: game
File: common/achievements.txt

Code:
nobody_expects = {
	id = 16
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = SPR
	}
	happened = {
		has_government = fascism
		is_in_faction_with = GER
		GER = {
			is_faction_leader = yes
		}
		controls_state = 16
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_tackle_the_vulnerable_fronts
Constructs: prerequisite, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_tackle_the_vulnerable_fronts
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPA_a_methodical_approach
	}
	icon = GFX_goal_generic_major_war
	x = -1
	y = 1
	relative_position_id = SPA_a_methodical_approach
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPA_tackle_the_vulnerable_fronts_tt
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_ascension_of_himmler
Constructs: prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward, is_ai, has_country_leader
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_ascension_of_himmler
	icon = GFX_focus_GER_ascension_of_himmler
	prerequisite = {
		focus = GER_fuhrerprinzip
	}
	x = 0
	y = 1
	relative_position_id = GER_fuhrerprinzip
	cost = 2
	available = {
		if = {
			limit = {
				is_ai = yes
			}
			hidden_trigger = {
				NOT = {
					has_country_flag = GER_himmler_was_ascended_flag
				}
			}
		} {
			limit = {
				has_country_flag = GER_inner_circle_event_pending_flag
			}
			NOT = {
				has_country_flag = GER_inner_circle_event_pending_flag
			}
		} {
			limit = {
				has_country_flag = GER_inner_circle_cd_flag
			}
			custom_trigger_tooltip = {
				tooltip = GER_inner_circle_cd_days_tt
				NOT = {
					has_country_flag = GER_inner_circle_cd_flag
				}
			}
		}
		has_government = fascism
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = GER_heinrich_himmler
			}
		}
		GER_inner_circle_is_ascension_cd_over = yes
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MANPOWER
	}
	select_effect = {
		set_country_flag = GER_himmler_ascension_flag
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = GER_ascension_of_character_tt
			CHARACTER = GER_heinrich_himmler
		} generic_skip_one_line_tt {
			localization_key = GER_ascension_of_character_focus_tt
			CHARACTER = GER_heinrich_himmler
		}
		show_ideas_tooltip = GER_himmler_chief_of_german_police
		if = {
			limit = {
				OR = {
					check_variable = {
						GER_ascended_advisor_1 = 4
					} {
						GER_ascended_advisor_2 = 4
					} {
						GER_ascended_advisor_3 = 4
					}
				}
			}
			log = Advisor was already there. STOP CHEATING!
		}
		else_if = {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 0
					compare = not_equals
				} {
					GER_ascended_advisor_2 = 0
					compare = not_equals
				} {
					GER_ascended_advisor_3 = 0
					compare = not_equals
				}
			}
			hidden_effect = {
				set_variable = {
					GER_ascending_advisor = 4
				}
				country_event = GER_inner_circle.01
			}
			custom_effect_tooltip = generic_skip_one_line_tt {
				localization_key = GER_event_to_replace_ascended_advisor_tt
				EVENT = GER_inner_circle.01.t
				CHARACTER = GER_heinrich_himmler
			}
		}
		else = {
			custom_effect_tooltip = generic_skip_one_line_tt
			country_event = GER_inner_circle_himmler.00
			h
# ... (truncated)
### Entity: Event
Component: lar_news.19
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.19
	title = lar_news.19.t
	desc = lar_news.19.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.19.a
		trigger = {
			is_in_faction_with = SPA
		}
	} {
		name = lar_news.19.b
		trigger = {
			NOT = {
				is_in_faction_with = SPA
			}
		}
	}
}
### Entity: Trigger Reference
Construct: OPTIONAL_BELOW_HERE_##
Constructs: OPTIONAL_BELOW_HERE_##, has_full_control_of_state
Source: vanilla_docs
File: common/operation_phases/_documentation.md

Doc:
## OPTIONAL BELOW HERE ##
#########################

	# map icon, will use regular icon if none specified
	map_icon = "GFX_report_event_hitler_handshake_map"  

	# [[scripted localization]]
	# Outcome text that is used to build the final outcome string - This happens if a risk_extra has happened ( something bad ) to at least one of the operatives
	# We usually only specify outcome_extra for exfiltration phases, technically all phases use outcome_extra, but if none is defined for it ( as in our use case it would not make sense ) then it will default fallback to outcome
	# Some modders might have a different use case for this, so support is there and it uses outocme_extra for all phases of an operation that had something risky happen. Can be used to build a different storyline from an operation where everthing went smooth.
	outcome_extra = "Last we heard our operatives were crossing the border, but they never checked in with us aftewards. Something must have happened."

	# requirements is a trigger that will be visible in the UI and determines the set of requirements necessary to start an operation
	# they are used for phase selection. If this trigger is not successful ( checked on a weekly basis ) then the phase is invalid.
	# PreSeeded operations will be ReSeeded with new phases if one of theirs becomes invalid
	# SCOPE_COUNTRY [ ROOT, FROM ]
	
	requirements = {
		has_full_control_of_state = 119
		NOT = { original_tag = GER }
	}

	# Default: no - will refund all equipment cost for this operation phase at the end of the operation [ operation costs have their own specifier in the operation database ]
	return_on_complete = yes

	# Equipment cost that is scalable by the multiplier defined in the operation
	# Note: Exceptionally supports `civilian_factories` as an equipment type. It works like the agency creation cost, where it allocates a number of factories over time
	
	equipment = {
		infantry_equipment = 5000
	}
}
```
### Entity: Effect Reference
Construct: add_units_to_division_template
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_units_to_division_template

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Add units to division template for a country. Example:
add_units_to_division_template = {
  template_name = "Name of template" # not needed on done on specific division
  regiments = {
    infantry = 0 # (Adds infantry to first available slot on first column (x=0))
    cavalry = 2 # (Adds cavalry to first available slot on third column (x=2))
  }
  support = {
     military_police = 0 # (Adds military_police to first available slot on first (and likely only) column of supports (x=0))
  }
  regimental_support = {
     military_police = 0 # (Adds military_police to first available slot on first regiment 
  }
}
```
### Entity: Decision
Component: MPL_mandate_collapse_ISR_category
Constructs: limit, has_war_with, cancel_trigger, is_subject, is_good, random_hours, complete_effect, has_active_mission
Source: game
File: common/decisions/MPL.txt

Code:
MPL_mandate_collapse_ISR_category = {
	ISR_mandate_collapse_mission = {
		icon = GFX_decision_revolt
		days_mission_timeout = 250
		available = {
			OR = {
				NOT = {
					has_war_with = PAL
				} {
					country_exists = PAL
				}
			}
		}
		allowed = {
			always = no
		}
		cancel_trigger = {
			OR = {
				is_subject = yes
				exists = no
			}
		}
		is_good = no
		timeout_effect = {
			if = {
				limit = {
					NOT = {
						controls_state = 454
					}
				}
				custom_effect_tooltip = ISR_the_end
			}
			else = {
				news_event = {
					id = mandate_palestine.208
					hours = 12
					random_hours = 12
				}
				custom_effect_tooltip = ISR_armageddon_coming
			}
		}
		complete_effect = {
			news_event = {
				id = mandate_palestine.208
				hours = 12
				random_hours = 12
			}
			custom_effect_tooltip = ISR_armageddon_coming
		}
	}
	ISR_hold_haifa_mission = {
		icon = GFX_decision_generic_mountain_fortification
		days_mission_timeout = 250
		available = {
			NOT = {
				controls_province = 1065
			}
		}
		allowed = {
			always = no
		}
		cancel_trigger = {
			NOT = {
				has_active_mission = ISR_mandate_collapse_mission
			}
		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = ISR_mandate_collapse_mission
				days = 25
			}
		}
	}
	ISR_hold_jerusalem_mission = {
		icon = GFX_decision_generic_mountain_fortification
		days_mission_timeout = 250
		available = {
			NOT = {
				controls_state = 1016
			}
		}
		allowed = {
			always = no
		}
		cancel_trigger = {
			NOT = {
				has_active_mission = ISR_mandate_collapse_mission
			}
		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = ISR_mandate_collapse_mission
				days = 40
			}
		}
	}
	ISR_take_rashrash_mission = {
		icon = GFX_decision_generic_nationalism
		days_mission_timeout = 250
		available = {
			controls_province = 1015
		}
		allowed = {
			always = no
		}
		cancel_trigger = {
			NOT = {
				has_active_mission = ISR_mandate_collapse_mission
			}
		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = ISR_mandate_collapse_mission
				days = -30
			}
		}
		is_good = no
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_defence_focus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_defence_focus
	icon = GFX_goal_generic_defence
	relative_position_id = AUS_cement_the_jansa_plan
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_cement_the_jansa_plan
	}
	cost = 7
	completion_reward = {
		add_ideas = AUS_defence_focus
	}
}
### Entity: Doctrine
Component: air_subdoctrine_flying_artillery
Constructs: xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_strike_aircraft_subdoctrines.txt

Code:
air_subdoctrine_flying_artillery = {
	track = strike_aircraft
	name = SUBDOCTRINE_FLYING_ARTILLERY
	description = SUBDOCTRINE_FLYING_ARTILLERY_DESC
	icon = GFX_doctrine_combat_unit_destruction_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 75
			OR = {
				original_tag = ENG FRA ITA SOV
			}
		}
	}
	category_cas = {
		air_defence = 0.15
	}
	rewards = {
		suppression_runs = {
			air_cas_efficiency = 0.1
		}
		terrain_familiarity = {
			air_cas_present_factor = 0.1
		}
		effective_payloads = {
			category_cas = {
				air_ground_attack = 0.05
			}
		}
		rugged_airframes = {
			air_accidents_factor = -0.05
			air_wing_xp_loss_when_killed_factor = -0.05
		}
		movement_interdiction = {
			air_close_air_support_org_damage_factor = 0.05
			army_bonus_air_superiority_factor = 0.05
		}
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.160
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.160
	title = SEA_imperial_influence_events.160.t
	desc = SEA_imperial_influence_events.160.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_army_faction_demands_more_tanks
	}
}
### Entity: Event
Component: mtg_britain.22
Constructs: is_triggered_only, create_country_leader, set_country_flag, retire_country_leader
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.22
	title = mtg_britain.22.t
	desc = mtg_britain.22.d
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = winston_achievement
		}
	}
	option = {
		name = mtg_britain.22.a
		retire_country_leader = yes
		create_country_leader = {
			name = Winston Churchill
			desc = POLITICS_WINSTON_CHURCHILL_DESC
			picture = GFX_portrait_Winston_Churchill
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				british_bulldog
			}
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_island_defense
Constructs: prerequisite, completion_reward, add_dynamic_modifier, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_island_defense
	icon = GFX_goal_generic_defense_of_the_shores
	cost = 8
	x = 5
	y = 1
	relative_position_id = CYP_found_army
	prerequisite = {
		focus = CYP_found_army
	}
	mutually_exclusive = {
		focus = CYP_across_sea
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = r56_CYP_dyn_mod_national_guard
		}
		custom_effect_tooltip = r56_newline
		add_doctrine_cost_reduction = {
			name = CYP_island_defense
			category = cat_grand_battle_plan
			cost_reduction = 0.5
		}
		add_tech_bonus = {
			name = CYP_island_defense
			category = engineers_tech
			bonus = 1.0
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: WW_hungary.76
Constructs: is_triggered_only, ai_chance, limit, add_war_support, fire_only_once, set_state_category, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.76
	title = WW_hungary.76.t
	desc = WW_hungary.76.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.76.a
		ai_chance = {
			factor = 100
		}
		transfer_state = 454
		add_war_support = 0.03
		454 = {
			set_state_category = town
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = bunker
				level = 2
				province = 4206
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 1086
				instant_build = yes
			}
			IF = {
				limit = {
					anti_air_building = < 5
				}
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: State History
Component: 310
Constructs: add_core_of
Source: game
File: history/states/310-French SA.txt

Code:
state = {
	id = 310
	name = STATE_310
	manpower = 47341
	state_category = pastoral
	history = {
		owner = FRA
		add_core_of = CAY
		buildings = {
			infrastructure = 1
			12885 = {
				naval_base = 1
			}
		}
		victory_points = {
			12885 1
		}
	}
	provinces = {
		4934 12885
	}
	local_supplies = 0.0
}