Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_an_alliance_with_italy
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_an_alliance_with_italy
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = wuw_HUN_protect_austria
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_protect_austria
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		NOT = {
			has_war_with = ITA
		}
		is_subject = no
		is_in_faction = no
		ITA = {
			OR = {
				is_in_faction = no
				is_faction_leader = yes
			}
			is_subject = no
			ITA_is_kinda_fascist = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				ITA = {
					is_in_faction = no
				}
			}
			ROOT = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_regional
					name = HUN_PACT_OF_ROME_FACTION
					icon = GFX_faction_logo_generic_11
				}
				ITA = {
					country_event = generic.5
					add_ai_strategy = {
						type = alliance
						id = HUN
						value = 200
					}
				}
				IF = {
					limit = {
						country_exists = AUS
						AUS = {
							is_subject = no
						}
					}
					AUS = {
						country_event = generic.5
					}
				}
			}
		} {
			limit = {
				ITA = {
					is_faction_leader = yes
				}
			}
			ITA = {
				country_event = generic.2
			}
		} {
			limit = {
				ITA = {
					is_in_faction_with = FRA
				}
			}
			FRA = {
				country_event = generic.2
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					has_country_leader = {
						ruling_only = yes
						character = HUN_miklos_horthy
					}
				}
				news_event = {
					id = news.313
				}
			}
		}
	}
}
### Entity: Decision
Component: PRC_border_wars_cat
Constructs: has_completed_focus, has_war, has_war_with, has_country_flag, fire_only_once, add_political_power, is_historical_focus_on, has_border_war
Source: game
File: common/decisions/PRC.txt

Code:
PRC_border_wars_cat = {
	PRC_the_westward_expedition_decision = {
		icon = GFX_decision_generic_fortification
		ai_will_do = {
			base = 10
			modifier = {
				is_historical_focus_on = yes
				factor = 5
			}
		}
		visible = {
			has_completed_focus = PRC_the_westward_expedition
			NOT = {
				controls_state = 1045
			}
		}
		available = {
			has_border_war = no
			has_war = no
			has_civil_war = no
			is_subject = no
			NOT = {
				any_allied_country = {
					controls_state = 1045
				}
			}
			1045 = {
				controller = {
					is_literally_china = yes
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 622 1045
			}
		}
		fire_only_once = yes
		ai_hint_pp_cost = 15
		custom_cost_trigger = {
			command_power = > 14
			has_political_power = > 14
		}
		custom_cost_text = decision_cost_CP_15_pp_15
		complete_effect = {
			hidden_effect = {
				add_command_power = -15
				add_political_power = -15
			}
			activate_mission = PRC_assaulting_guyuan
			custom_effect_tooltip = generic_skip_one_line_tt
			start_border_war = {
				change_state_after_war = no
				combat_width = 180
				minimum_duration_in_days = 40
				attacker = {
					on_win = SEA_PRC_border_war_events.1
					on_lose = SEA_PRC_border_war_events.2
					on_cancel = SEA_PRC_border_war_events.2
					state = 622
					num_provinces = 2
					leader_score = {
						base = 1
						modifier = {
							skill = > 2
							factor = 5
						} {
							skill = > 3
							factor = 10
						}
					}
					dig_in_factor = 0
					terrain_factor = 0
				}
				defender = {
					state = 1045
					num_provinces = 2
					on_lose = SEA_PRC_border_war_events.1
					on_win = SEA_PRC_border_war_events.2
					on_cancel = SEA_PRC_border_war_events.2
				}
			}
			PRC_this_might_anger_china = yes
			PRC_current_china_leader_gets_small_antagonize_strategy = yes
		}
	}
	PRC_assaulting_guyuan = {
		icon = border_war
		allowed = {
			always = no
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 622 1045
			}
		}
		days_mission_timeout = 275
		cancel_trigger = {
			1045 = {
				OR = {
					is_fully_controlled_by = ROOT
					controller = {
						has_war_with = ROOT
					}
				}
			}
		}
		cancel_effect = {
			effect_tooltip = {
				country_event = {
					id = SEA_PRC_border_war_events.1
				}
				transfer_state = 1045
			}
		}
	
# ... (truncated)
### Entity: Idea
Component: VEN_tax_reform
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_tax_reform = {
	picture = generic_central_management
	allowed = {
		always = yes
	}
	modifier = {
		global_building_slots_factor = 0.2
		consumer_goods_factor = -0.08
	}
}
### Entity: Trigger Reference
Construct: is_lend_leasing
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_lend_leasing

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

```
is lend-leasing country
```
### Entity: National Focus
Tree: sov_focus
Component: SOV_claim_on_sinkiang
Constructs: prerequisite, limit, owns_state, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_claimed_by
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_claim_on_sinkiang
	icon = GFX_goal_CHI_sinkiang
	prerequisite = {
		focus = SOV_socialism_in_one_country_old
	}
	available = {
		controls_state = 405 404 732 586
		OR = {
			AND = {
				controls_state = 617 618
			}
			SIK = {
				NOT = {
					has_war_with = ROOT
				}
				controls_state = 617 618
			}
		}
		is_subject = no
	}
	x = -2
	y = 1
	relative_position_id = SOV_socialism_in_one_country_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = SIK
			}
			AND = {
				OR = {
					owns_state = 618
					618 = {
						is_claimed_by = ROOT
					}
				} {
					owns_state = 617
					617 = {
						is_claimed_by = ROOT
					}
				} {
					owns_state = 619
					619 = {
						is_claimed_by = ROOT
					}
				} {
					owns_state = 287
					287 = {
						is_claimed_by = ROOT
					}
				}
			}
		}
	}
	completion_reward = {
		hidden_effect = {
			SOV_approach_sinkiang_diplomacy_effect = yes
			SIK = {
				add_ai_strategy = {
					type = alliance
					id = SOV
					value = 4
				}
			}
		}
		if = {
			limit = {
				controls_state = 617 618
			}
			build_railway = {
				path = {
					1459 10148 10366 12397 12340 12640 7706 12583 4224 1591 10547 10619 12529 7866 1783 10674 4709
				}
			}
			586 = {
				add_building_construction = {
					type = supply_node
					level = 1
					province = 1591
					instant_build = yes
				}
			}
			custom_effect_tooltip = SOV_sinkiang_decisions_available_tt
		}
		else = {
			SIK = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.270
					hours = 6
					random_hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			effect_tooltip = {
				add_opinion_modifier = {
					target = SIK
					modifier = SOV_complied_with_our_demands
				}
				build_railway = {
					path = {
						1459 10148 10366 12397 12340 12640 7706 12583 4224 1591 10547 10619 12529 7866 1783 10674 4709
					}
				}
				586 = {
					add_building_construction = {
						type = supply_node
						level = 1
						province = 1591
						instant_build = yes
					}
				}
				custom_effect_tooltip = SOV_sinikiang_influence_cg_tt_sov SOV_sinkiang_decisions_available_tt
			} {
				add_opinion_modifier = {
					target = SIK
					modifier = SOV_rejected_our_demands
				}
				build_railway = {
					path = {
						1459 10148 10366 12397 12340 12640 7706 12583 4224 1591
					}
				}

# ... (truncated)
### Entity: AI Strategy
Component: FRA_medium_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_medium_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_medium_tank_destroyer
	}
	priority = {
		factor = 50
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	medium_tank_destroyer_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_destroyer_2 = {
		priority = {
			factor = 20
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_heavy_cannon tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 4
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon 
# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_rule_the_northern_sea
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, add_building_construction, is_coastal, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_rule_the_northern_sea
	icon = GFX_focus_generic_north_atlantic_fleet
	prerequisite = {
		focus = NOR_enhance_coastal_defense
	}
	x = -1
	y = 1
	relative_position_id = NOR_enhance_coastal_defense
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				naval_base = > 0
			}
			add_building_construction = {
				type = naval_base
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		} {
			limit = {
				is_controlled_by = ROOT
				is_coastal = yes
				naval_base = < 1
				NOT = {
					state = 914
				}
			}
			add_building_construction = {
				type = naval_base
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
					limit_to_victory_point = yes
				}
			}
		}
		914 = {
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
				}
			}
		}
		custom_effect_tooltip = NOR_modify_kingdom_of_norway_TT
		add_to_variable = {
			var = NOR_kingdom_of_norway_dmod_navy_max_range_factor
			value = 0.15
			tooltip = navy_max_range_factor_tt
		}
	}
}
### Entity: State History
Component: 995
Constructs: add_core_of
Source: game
File: history/states/995-East Suez.txt

Code:
state = {
	id = 995
	name = STATE_995
	manpower = 5000
	state_category = enclave
	history = {
		owner = ENG
		add_core_of = EGY
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		13281 13282
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_konfederasyon
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_konfederasyon
	icon = GFX_goal_generic_national_unity
	mutually_exclusive = {
		focus = TUR_unite_the_azeri_diaspora
	}
	prerequisite = {
		focus = TUR_rebuke_the_treaty_of_kars
	}
	x = -1
	y = 1
	relative_position_id = TUR_rebuke_the_treaty_of_kars
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		229 = {
			add_core_of = TUR
			add_extra_state_shared_building_slots = 3
		}
		add_war_support = 0.1
		add_stability = 0.1
	}
}
### Entity: State History
Component: 337
Constructs: add_core_of
Source: game
File: history/states/337-Faroe Islands.txt

Code:
state = {
	id = 337
	name = STATE_337
	manpower = 25900
	state_category = small_island
	history = {
		owner = DEN
		buildings = {
			infrastructure = 2
			13003 = {
				naval_base = 1
			}
		}
		add_core_of = DEN
		victory_points = {
			13003 1
		}
	}
	provinces = {
		13003
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: MEK_ncav
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_ncav = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = MEK
	}
	traits = {
		navy_chief_naval_aviation_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_tankettes
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_tankettes
	icon = GFX_focus_generic_tankette
	x = 2
	y = 1
	relative_position_id = SIA_unconventional_tank_construction
	prerequisite = {
		focus = SIA_unconventional_tank_construction SIA_conventional_tank_construction
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = SIA_siamese_tankettes
		add_tech_bonus = {
			name = SIA_siamese_tankettes
			bonus = 1
			uses = 1
			category = cat_light_armor
		}
	}
}
### Entity: Event
Component: hon.74
Constructs: is_triggered_only, ai_chance, fire_only_once, has_opinion, is_in_faction_with
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.74
	title = hon.74.t
	desc = hon.74.desc
	picture = GFX_report_event_MON_diplomats_table_discussion
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = hon.74.a
		ai_chance = {
			base = 30
			modifier = {
				factor = 70
				has_opinion = {
					target = HON
					value = > 100
				}
			} {
				factor = 100
				is_in_faction_with = HON
			}
		}
		FROM = {
			country_event = hon.75
		}
	} {
		name = hon.74.b
		ai_chance = {
			base = 70
			modifier = {
				factor = 70
				has_opinion = {
					target = HON
					value = < 100
				}
			}
		}
		FROM = {
			country_event = hon.76
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_reopen_british_school
Constructs: prerequisite, add_ideas, add_opinion_modifier, completion_reward, add_popularity
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_reopen_british_school
	icon = GFX_goal_generic_education
	prerequisite = {
		focus = TIB_join_allies
	}
	relative_position_id = TIB_join_allies
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = TIB_british_school
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: PAR_BC_HISTORICAL
Source: game
File: common/units/names_ships/PAR_ship_names.txt

Code:
PAR_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		PAR
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ARP 
	fallback_name = Crucero de Batalla %d
	unique = {
		Paraguay Humaitá Afolfo Riquelme Tacuarí
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_tank_development
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_tank_development
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = SWI_swiss_armored_divisions
	}
	relative_position_id = SWI_swiss_armored_divisions
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = SWI_tank_development
			bonus = 0.75
			uses = 3
			category = armor
		}
	}
}
### Entity: Character
Component: SIA_kukrit_pramoj
Constructs: limit, has_dlc
Source: game
File: common/characters/SIA.txt

Code:
SIA_kukrit_pramoj = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_kukrit_pramoj
		allowed = {
			original_tag = SIA
		}
		traits = {
			technocrat
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_increase_civilian_approval = yes
			}
		}
		on_remove = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_decrease_civilian_approval = yes
			}
		}
	}
	name = SIA_kukrit_pramoj
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_kukrit_pramoj_small
			large = GFX_Portrait_PLACEHOLDER_large
		}
	}
}
### Entity: Character
Component: defender_of_the_peasantry
Constructs: research_speed_factor, stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
defender_of_the_peasantry = {
	random = no
	political_power_factor = 0.1
	stability_factor = 0.05
	research_speed_factor = 0.02
	democratic_acceptance = 50
	civilian_intel_to_others = 15
	industrial_capacity_factory = -0.05
}
### Entity: Idea
Component: AUS_a_new_austria
Constructs: stability_factor, has_government, removal_cost, democratic_drift, has_country_leader
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_a_new_austria = {
	picture = generic_anti_extremism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.05
	}
	modifier = {
		stability_factor = 0.1
		democratic_drift = 0.02
		political_power_factor = 0.05
		custom_modifier_tooltip = AUS_cant_enter_germany_faction
	}
	cancel = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
}
### Entity: Idea
Component: BEL_re_build_the_fleet_ns
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_re_build_the_fleet_ns = {
	removal_cost = -1
	picture = generic_naval_manufacturer_1
	allowed = {
		OR = {
			original_tag = BEL COG
		}
	}
	equipment_bonus = {

	}
	modifier = {
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Order of Battle
Component: air_wing_563
Source: game
File: history/units/SOV_1939_air_legacy.txt

Code:
air_wings = {
	563 = {
		fighter_equipment_0 = {
			owner = SOV
			amount = 60
		}
		fighter_equipment_1 = {
			owner = SOV
			amount = 45
		}
		CAS_equipment_1 = {
			owner = SOV
			amount = 60
		}
		tac_bomber_equipment_1 = {
			owner = SOV
			amount = 60
		}
	}
}
### Entity: Idea
Component: prc_tsr_agrarian_socialism
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
prc_tsr_agrarian_socialism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
	modifier = {
		political_power_gain = 0.01
		consumer_goods_factor = -0.05
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_establish_labor_camps
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, every_state, add_compliance, add_resistance, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_establish_labor_camps
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = SAU_war_with_yemen_and_oman
	}
	mutually_exclusive = {
		focus = SAU_autonomy_for_south_arabia
	}
	relative_position_id = SAU_war_with_yemen_and_oman
	x = 1
	y = 1
	cost = 8
	available = {
		OR = {
			controls_state = 293 659 294 1102 1103
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 293 659 294 1102 1103
				}
			}
			add_compliance = -5
			add_resistance = 10
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		USA = {
			add_opinion_modifier = {
				target = SAU
				modifier = labour_camps
			}
		}
		ENG = {
			add_opinion_modifier = {
				target = SAU
				modifier = labour_camps
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: king_of_luang_prabang
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
king_of_luang_prabang = {
	random = no
	sprite = 13
	stability_factor = 0.05
	political_power_factor = 0.05
}
### Entity: Doctrine
Component: large_unit_tactics
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/land/infantry_subdoctrines.txt

Code:
large_unit_tactics = {
	track = infantry
	name = SUBDOCTRINE_LARGE_UNIT_TACTICS
	description = SUBDOCTRINE_LARGE_UNIT_TACTICS_DESC
	icon = GFX_doctrine_human_infantry_offensive_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			OR = {
				original_tag = SOV CHI JAP
			}
		} {
			factor = 0.5
			is_major = no
		}
	}
	effect = {

	}
	category_all_infantry = {
		supply_consumption = -0.01
	}
	rewards = {
		wide_trench_networks = {
			dig_in_speed_factor = 0.1
		}
		flexible_division_structures = {
			unit_infantry_design_cost_factor = -1
			infantry = {
				combat_width = -0.3
			}
		}
		unit_knowledge_sharing = {
			category_all_infantry = {
				experience_loss_factor = -0.01
			}
		}
		large_front_offensive = {
			category_all_infantry = {
				max_organisation = 10
				soft_attack = 0.1
			}
			fire_support = {
				breakthrough = 0.1
			}
			category_regimental_support_artillery = {
				soft_attack = 0.1
			}
			army_morale = 0.1
		}
		motorization_initiative = {
			category_all_infantry = {
				breakthrough = 0.1
				soft_attack = 0.1
			}
			category_vehicle_infantry = {
				supply_consumption = -0.02
				reliability = 0.1
			}
		}
	}
}
### Entity: Character
Component: industrial_steel_mills_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
industrial_steel_mills_trait = {
	country_resource_steel = 10
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: GRE_pay_back_debt_to_the_ifc_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/GRE_decision_categories.txt

Code:
GRE_pay_back_debt_to_the_ifc_category = {
	priority = 6
	icon = gre_paying_ifc_debt
	picture = GFX_decision_cat_generic_mefo_bills
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
}