Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: ENG_imperial_conference_set_subject_counter
Constructs: limit, set_variable, is_subject_of, add_to_variable
Source: game
File: common/scripted_effects/ENG_scripted_effects.txt

Code:
ENG_imperial_conference_set_subject_counter = {
	set_variable = {
		var = ENG_imperial_conference_number_of_subjects
		value = 0
	}
	if = {
		limit = {
			CAN = {
				exists = yes
				is_subject_of = ROOT
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_number_of_subjects
			value = 1
		}
	} {
		limit = {
			SAF = {
				exists = yes
				is_subject_of = ROOT
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_number_of_subjects
			value = 1
		}
	} {
		limit = {
			RAJ = {
				exists = yes
				is_subject_of = ROOT
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_number_of_subjects
			value = 1
		}
	} {
		limit = {
			AST = {
				exists = yes
				is_subject_of = ROOT
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_number_of_subjects
			value = 1
		}
	} {
		limit = {
			NZL = {
				exists = yes
				is_subject_of = ROOT
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_number_of_subjects
			value = 1
		}
	}
}
### Entity: Idea
Component: AST_R56_memories_of_gallipoli_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_memories_of_gallipoli_2 = {
	name = AST_R56_memories_of_gallipoli
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ENG_the_war_to_end_all_wars
	modifier = {
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
	}
}
### Entity: Order of Battle
Component: air_wing_88
Source: game
File: history/units/POL_1939_air_bba.txt

Code:
air_wings = {
	88 = {
		small_plane_airframe_0 = {
			owner = POL
			amount = 22
			version_name = PZL P.11
		}
	}
}
### Entity: Modding Documentation
Construct: overlord
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### overlord
* description: master of this subject
### Entity: Character
Component: CAN_harold_edwards
Constructs: has_dlc
Source: game
File: common/characters/CAN.txt

Code:
CAN_harold_edwards = {
	name = CAN_harold_edwards
	portraits = {
		army = {
			small = GFX_idea_CAN_harold_edwards
		}
	}
	advisor = {
		slot = air_chief
		idea_token = CAN_harold_edwards
		allowed = {
			original_tag = CAN
			has_dlc = Together for Victory
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Military Industrial Organization
Component: BRA_ofician_de_locomotivas_em_aracatuba_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BRA_organization.txt

Code:
BRA_ofician_de_locomotivas_em_aracatuba_organization = {
	name = Oficina de Locomotivas em Araçatuba
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = BRA
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_ally_bavaria
Constructs: prerequisite, limit, random_country, has_government, has_war_with, completion_reward, is_subject, is_faction_leader
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_ally_bavaria
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = SCO_monarchist_officer_corps
	}
	relative_position_id = SCO_monarchist_officer_corps
	x = -2
	y = 2
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = neutrality
		BAY = {
			exists = yes
			has_government = neutrality
			is_subject = no
			OR = {
				is_faction_leader = yes
				is_in_faction = no
			}
			has_capitulated = no
		}
	}
	completion_reward = {
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				any_country = {
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
					original_tag = BAY
				}
			}
			random_country = {
				limit = {
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
					original_tag = BAY
				}
				country_event = generic.2
			}
		}
		else = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_SCO_treaty_of_castle_rock
					name = treaty_of_castle_rock
				}
				add_faction_initiative = 1
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = treaty_of_castle_rock
			}
			every_other_country = {
				limit = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_war_with = ROOT
					} {
						has_government = communism
					}
					original_tag = BAY
				}
				country_event = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_invite_foreign_motor_companies
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_invite_foreign_motor_companies
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = ROM_danubian_transport_network
	}
	mutually_exclusive = {
		focus = ROM_malaxa
	}
	x = 2
	y = 3
	relative_position_id = ROM_civil_works
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		country_event = DOD_romania.120
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_kickstart_a_submarine_program_r56
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_focus_autohide_rule_trigger_r56, has_subdoctrine_in_track
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_kickstart_a_submarine_program_r56
	icon = GFX_goal_ROM_torpedo_submarines
	cost = 8
	ai_will_do = {
		base = 5
	}
	x = 0
	y = 2
	relative_position_id = RAJ_incorporate_allied_torpedoes_r56
	mutually_exclusive = {
		focus = RAJ_towards_an_economical_merchant_fleet_r56 RAJ_asias_regional_naval_power_r56
	}
	prerequisite = {
		focus = RAJ_incorporate_allied_torpedoes_r56
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = RAJ_towards_an_economical_merchant_fleet_r56 RAJ_asias_regional_naval_power_r56
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		if = {
			limit = {
				has_subdoctrine_in_track = submarines
			}
			add_daily_mastery = {
				name = RAJ_kickstart_a_submarine_program_r56
				amount = 0.2
				days = 180
				track = submarines
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = RAJ_kickstart_a_submarine_program_r56
				cost_reduction = 0.5
				uses = 1
				category = naval_doctrine
			}
		}
		add_tech_bonus = {
			name = RAJ_kickstart_a_submarine_program_r56
			bonus = 0.75
			uses = 1
			category = ss_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				112
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_save_india
Constructs: has_war, has_government, has_war_with, is_in_faction, is_in_faction_with
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_save_india = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_government = democratic
		is_in_faction = no
		has_war = no
		JAP = {
			has_war_with = RAJ
			NOT = {
				has_war_with = CHI
			}
		}
		RAJ = {
			is_in_faction_with = ENG
			surrender_progress = > 0.15
		}
	}
	abort = {
		OR = {
			has_war_with = RAJ
			is_in_faction_with = JAP
			JAP = {
				NOT = {
					has_war_with = RAJ
				}
			}
		}
	}
	ai_strategy = {
		type = contain
		id = JAP
		value = 200
	} {
		type = protect
		id = RAJ
		value = 200
	}
}
### Entity: Scripted Effect
Component: EAI_EXPEDITIONARY_print_potential_target
Constructs: limit, every_other_country
Source: game
File: common/scripted_effects/EAI_COUNTRY_volunteer_effects.txt

Code:
EAI_EXPEDITIONARY_print_potential_target = {
	every_other_country = {
		limit = {
			EAI_EXPEDITIONARY_THIS_is_valid_target_of_ROOT = yes
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | EXPEDITIONARY: potential target = [This.GetTag]
	}
}
### Entity: Scripted Effect
Component: den_add_violence_chance_com
Constructs: add_to_variable, set_temp_variable, set_variable
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_add_violence_chance_com = {
	add_to_variable = {
		com_odds = com_add
	}
	set_temp_variable = {
		com_calc = com_add
	}
	divide_temp_variable = {
		com_calc = 2
	}
	subtract_from_variable = {
		stale_odds = com_calc
	} {
		fasc_odds = com_calc
	}
	set_variable = {
		com_add = 0
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_a_greater_purpose
Constructs: prerequisite, limit, add_ideas, has_government, add_war_support, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_a_greater_purpose
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = ITA_the_fate_of_mussolini
	}
	mutually_exclusive = {
		focus = ITA_divino_duce
	}
	relative_position_id = ITA_the_fate_of_mussolini
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 100
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_stability = 0.05
		add_war_support = 0.05
		add_ideas = ITA_italian_hegemony_master_1
		if = {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_balbo_side
				}
			}
			ITA_bop_medium_increase_balbo_side_effect = yes
		}
		else_if = {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_grandi_side
				}
			}
			ITA_bop_medium_increase_grandi_side_effect = yes
		}
		else = {
			ITA_bop_medium_increase_effect = yes
		}
	}
}
### Entity: State History
Component: 862
Constructs: add_core_of
Source: game
File: history/states/862-ouest du quebec.txt

Code:
state = {
	id = 862
	name = STATE_862
	manpower = 80000
	state_category = rural
	history = {
		owner = CAN
		add_core_of = CAN QUE
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		983 1341 1764 3911 7435 7875 10249 10700 11682 11902 12205 12276
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: india.295
Constructs: is_triggered_only, ai_chance, limit, random_country, fire_only_once, is_in_faction, is_faction_leader, add_to_faction
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.295
	title = india.295.t
	desc = india.295.desc
	fire_only_once = yes
	is_triggered_only = yes
	picture = GFX_report_event_picture_RAJ_AIML_INC_Conference
	option = {
		name = india.295.a
		if = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		}
		random_country = {
			limit = {
				is_in_faction = no
				is_faction_leader = yes
			}
			add_to_faction = ROOT
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 200
			}
			ROOT = {
				add_ai_strategy = {
					type = alliance
					id = PREV
					value = 200
				}
			}
		}
		ai_chance = {
			base = 30
		}
	} {
		name = india.295.b
		random_country = {
			limit = {
				is_in_faction = no
				is_faction_leader = yes
			}
			ROOT = {
				add_ai_strategy = {
					type = alliance
					id = PREV
					value = -200
				}
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_a_red_south_america
Constructs: prerequisite, add_ideas, completion_reward, set_cosmetic_tag
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_a_red_south_america
	icon = GFX_focus_BRA_create_faction
	prerequisite = {
		focus = ARG_unify_south_america ARG_conquer_south_america
	}
	x = 2
	y = 1
	relative_position_id = ARG_conquer_south_america
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_cosmetic_tag = ARG_independent_socialist_communism
		add_ideas = ARG_eliminate_american_imperialism_idea
	}
}
### Entity: Character
Component: r56_rom_radical_nationalist
Constructs: stability_factor, war_support_factor, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_rom_radical_nationalist = {
	random = no
	stability_factor = -0.15
	political_power_cost = 0.1
	war_support_factor = 0.1
	conscription_factor = 0.15
}
### Entity: Modding Documentation
Construct: front_control
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `front_control`
Low-level frontline control. Good for example to force the AI to blitz an area.
```
ai_strategy = {
	type = front_control
	tag = HOL				# Can also target country, state, strategic_region, area. Can also specify multiple targets, each on its own line
	ratio = 0.25			# At least this ratio of the frontline provinces need to be targeted for the AI strat to apply
	priority = 100			# Higher prio strats will override lower
	ordertype = front		# Can be either {front, invasion}
	execution_type = rush	# Can be either {careful, balanced, rush, rush_weak}
	execute_order = yes		# If set, will force activate/deactivate execution
	manual_attack = yes		# If set the AI will try manual poke attacks (for front orders)
}
```
### Entity: National Focus
Tree: sia_focus
Component: SIA_study_defense_in_depth_models_r56
Constructs: prerequisite, completion_reward, has_capitulated
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_study_defense_in_depth_models_r56
	icon = GFX_focus_SWE_hedgehog_defense
	cost = 5
	x = -3
	y = 1
	relative_position_id = SIA_continue_sending_cadets_abroad_r56
	prerequisite = {
		focus = SIA_continue_sending_cadets_abroad_r56
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	available_if_capitulated = yes
	bypass = {
		has_capitulated = yes
	}
	bypass_effect = {
		SIA_study_defense_in_depth_models_r56_effects = yes
	}
	completion_reward = {
		SIA_study_defense_in_depth_models_r56_effects = yes
	}
}
### Entity: Idea
Component: idea_RAJ_literacy_effort_2
Constructs: research_speed_factor, removal_cost, autonomy_gain
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_literacy_effort_2 = {
	name = idea_RAJ_literacy_effort_1
	picture = jap_supremacy_of_will
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.08
		autonomy_gain = 0.1
	}
}
### Entity: Character
Component: divided_interests
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
divided_interests = {
	random = no
	army_core_attack_factor = 0.05
	army_core_defence_factor = -0.05
	research_speed_factor = -0.1
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_lithuanian_autarky
Constructs: prerequisite, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_lithuanian_autarky
	icon = GFX_goal_generic_construction2
	relative_position_id = LIT_battle_for_lithuania
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_battle_for_lithuania
	}
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		unlock_decision_tooltip = LIT_battle_for_steel
	}
}
### Entity: Scripted Effect
Component: EAI_PC_sort_projects_by_enemy_distance
Constructs: limit, has_war_with, has_country_flag, clear_temp_array, check_variable, is_in_array, add_to_temp_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_sort_projects_by_enemy_distance = {
	if = {
		limit = {
			has_country_flag = EAI_priority_construction_detailed_logging
		}
		log = [GetYear] [GetMonth] | AI | [PREV.GetName] | PC: EAI_PC_sort_projects_by_enemy_distance
	}
	clear_temp_array = projects_to_be_sorted_pos projects_to_be_sorted_id projects_to_be_sorted_val sorted_prov _sort_projects_TYPES _sort_projects_TYPE_IDS
	for_each_loop = {
		array = EAI_PC_queue
		value = _project_id
		if = {
			limit = {
				if = {
					limit = {
						check_variable = {
							_sort_projects_TYPE_IDS^num = > 0
						}
					}
					is_in_array = {
						_sort_projects_TYPE_IDS = EAI_PC_type_id^_project_id
					}
				} {
					limit = {
						check_variable = {
							_sort_projects_TYPES^num = > 0
						}
					}
					is_in_array = {
						_sort_projects_TYPES = EAI_PC_building_type^_project_id
					}
				}
				NOT = {
					is_in_array = {
						sorted_prov = EAI_PC_target_province^_project_id
					}
				}
			}
			add_to_temp_array = {
				sorted_prov = EAI_PC_target_province^_project_id
			} {
				projects_to_be_sorted_pos = i
			} {
				projects_to_be_sorted_id = _project_id
			}
			set_temp_variable = {
				_state = EAI_PC_target_state^_project_id
			}
			EAI_MAP_get_nearby_states = yes
			if = {
				limit = {
					any_of_scopes = {
						array = nearby_states_
						CONTROLLER = {
							has_war_with = ROOT
						}
					}
				}
				set_temp_variable = {
					_province_id = EAI_PC_target_province^_project_id
				}
				EAI_MAP_fffind_enemy_province = yes
				if = {
					limit = {
						NOT = {
							check_variable = {
								found_enemy_ = 0
							}
						}
					}
					set_temp_variable = {
						_val_ = distance_
					} {
						_min = 100
					} {
						_max = 0
					}
					EAI_MATH_normalize = yes
					add_to_temp_array = {
						projects_to_be_sorted_val = _val_
					}
				}
				else = {
					add_to_temp_array = {
						projects_to_be_sorted_val = 0
					}
				}
			}
			else = {
				add_to_temp_array = {
					projects_to_be_sorted_val = 0
				}
			}
		}
	} {
		array = projects_to_be_sorted_pos
		set_variable = {
			EAI_PC_queue^v = projects_to_be_sorted_id^i
		}
	}
	set_temp_variable = {
		_sort_mode = 1
	}
	EAI_PC_sort_projects_by_sort_val = yes
}
### Entity: Character
Component: former_railroad_union_leader
Constructs: communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
former_railroad_union_leader = {
	random = no
	sprite = 10
	communism_drift = 0.08
	consumer_goods_factor = -0.04
	production_speed_rail_way_factor = 0.08
	production_speed_supply_node_factor = 0.08
}
### Entity: Character
Component: NIR_ai2
Source: game
File: common/characters/NIR.txt

Code:
NIR_ai2 = {
	advisor = {
		slot = high_command
		idea_token = NIR_ai2
		ledger = army
		allowed = {
			original_tag = NIR
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Event
Component: CHL_political_events.60
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, create_wargoal, take_claimed_state, set_country_flag
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.60
	title = CHL_political_events.60.t
	desc = CHL_political_events.60.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.60.a
		ai_chance = {
			base = 90
		}
		army_experience = 15
		create_wargoal = {
			type = take_claimed_state
			target = FROM
			generator = {
				954
			}
		}
		set_country_flag = arg_has_denied_chl_demands_flag
	} {
		name = CHL_political_events.60.b
		ai_chance = {
			base = 10
		}
		add_stability = 0.05
		add_war_support = -0.05
		set_country_flag = arg_has_denied_chl_demands_flag
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_peronism
Constructs: prerequisite, limit, completion_reward, add_political_power, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_peronism
	icon = GFX_focus_ARG_peronism
	prerequisite = {
		focus = ARG_juan_peron_elected
	}
	x = 0
	y = 1
	relative_position_id = ARG_juan_peron_elected
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor CHL_skip_one_line_tt CHL_skip_one_line_tt
		show_ideas_tooltip = ARG_eva_peron
		add_political_power = 50
		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
			}
		}
	}
}
### Entity: Character
Component: LBA_bashir_es_sadawi
Source: game
File: common/characters/LBA.txt

Code:
LBA_bashir_es_sadawi = {
	name = LBA_bashir_es_sadawi
	portraits = {
		civilian = {
			large = gfx/leaders/LBA/r56_portrait_LBA_Bashir_es_Sadawi.dds
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1960.9.10
		id = -1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_establish_the_navy
Constructs: limit, completion_reward, is_coastal, is_controlled_by, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_establish_the_navy
	icon = GFX_focus_PER_establish_the_navy
	x = 59
	y = 0
	relative_position_id = PER_modernizing_iran
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			any_controlled_state = {
				is_coastal = no
			}
			factor = 0
		}
	}
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
			is_coastal = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 25
		random_core_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: sfl.7
Constructs: is_triggered_only, ai_chance, has_global_flag, has_civil_war, declare_war_on, annex_everything
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.7
	title = sfl.7.t
	desc = sfl.7.d
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 95
			modifier = {
				OR = {
					has_global_flag = jap_civil_war_sf
					has_civil_war = yes
				}
				factor = 0
			}
		}
		name = sfl.7.a
		declare_war_on = {
			target = KOR
			type = annex_everything
		}
	} {
		ai_chance = {
			base = 5
		}
		name = sfl.7.b
	}
}
### Entity: Idea
Component: ETH_christmas_offensive_focus
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/ethiopia_r56.txt

Code:
ETH_christmas_offensive_focus = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_morale_bonus
	modifier = {
		stability_factor = 0.1
		army_core_attack_factor = 0.25
		army_core_defence_factor = 0.1
	}
}