Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: naval_rearmament_focus
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = naval_rearmament_focus
	prerequisite = {
		focus = general_rearmament_focus
	}
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 2
	y = 2
	relative_position_id = general_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	bypass = {
		custom_trigger_tooltip = {
			tooltip = naval_effort_tt
			NOT = {
				any_owned_state = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
		}
	}
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = ENG_naval_rearmament_focus_1dockyard
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		navy_experience = 50
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
			set_state_flag = ENG_naval_rearmament_focus_1dockyard
		} {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
			set_state_flag = ENG_naval_rearmament_focus_1dockyard
		} {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
			set_state_flag = ENG_naval_rearmament_focus_1dockyard
		}
	}
}
### Entity: Character
Component: HRZ_stc
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_stc = {
	advisor = {
		slot = political_advisor
		idea_token = HRZ_stc
		allowed = {
			original_tag = HRZ
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Character
Component: CHI_zhang_lan
Source: game
File: common/characters/CHI.txt

Code:
CHI_zhang_lan = {
	name = CHI_zhang_lan
	portraits = {
		civilian = {
			large = GFX_portrait_prc_zhang_lan
		}
	}
}
### Entity: Idea
Component: r56_CAN_fight_the_uboats_idea_02
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_fight_the_uboats_idea_02 = {
	name = r56_CAN_fight_the_uboats_idea_02
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_degauss_ship_hulls
	modifier = {
		navy_submarine_detection_factor = 0.2
		convoy_escort_efficiency = 0.1
	}
}
### Entity: Idea
Component: aeb
Constructs: research_bonus
Source: game
File: common/ideas/france.txt

Code:
aeb = {
	picture = FRA_aeb
	allowed = {
		original_tag = FRA
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: Order of Battle
Component: 5 Qibing Tuan
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = 5 Qibing Tuan
	location = 7812
	division_template = Ch'i Ping Lu
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_equipment_factor = 0.25
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_target_country_S05
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_target_country_S05 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_INVASION_target_countries^5 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = S05
		value = 15000
	}
}
### Entity: Event
Component: SEA_PHI_political_events.68
Constructs: is_triggered_only
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.68
	title = SEA_PHI_political_events.68.t
	desc = SEA_PHI_political_events.68.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.68.a
	}
}
### Entity: Idea
Component: KMT_harpo_7
Constructs: research_speed_factor, limit, has_country_flag, removal_cost, has_idea, add_timed_idea
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_harpo_7 = {
	picture = AFG_work_with_ger_intel_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
			}
		}
	}
	on_remove = {
		IF = {
			limit = {
				NOT = {
					OR = {
						has_country_flag = chi_dlc_focus_tree
						has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
					}
				}
			}
			add_timed_idea = {
				idea = KMT_broken_military_industry
				days = 200
			}
		}
	}
	modifier = {
		trade_opinion_factor = 0.7
		political_power_cost = 0.08
		research_speed_factor = 0.03
		min_export = 0.1
		civilian_intel_to_others = 25
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.7
		cic_to_target_factor = 0.1
	}
}
### Entity: Event
Component: r56_italy.10
Constructs: is_triggered_only
Source: game
File: events/R56_Italy.txt

Code:
news_event = {
	id = r56_italy.10
	title = r56_italy.10.t
	desc = r56_italy.10.d
	picture = GFX_news_event_the_stresa_front
	major = yes
	is_triggered_only = yes
	option = {
		name = r56_italy.10.a
	}
}
### Entity: Idea
Component: BAY_ncav
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_ncav = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = BAY
	}
	traits = {
		navy_chief_naval_aviation_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Component: ARAB_signal_companies
Constructs: shared_focus, prerequisite, completion_reward, has_tech, cancel_if_invalid, complete_tooltip, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_signal_companies
	icon = GFX_goal_generic_position_armies
	text = ABC_signal_companies
	prerequisite = {
		focus = ARAB_establish_a_armor_corp
	}
	x = -1
	y = 1
	relative_position_id = ARAB_establish_a_armor_corp
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = radio motorised_infantry
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 3
			uses = 1
			category = signal_company_tech
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 3
			uses = 1
			category = signal_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Game Data
Component: carolus_rex
Constructs: owns_state, has_any_custom_difficulty_setting, has_country_leader
Source: game
File: common/achievements/rt56-achievements.txt

Code:
carolus_rex = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SWE
	}
	happened = {
		has_country_leader = {
			character = SWE_gustaf_adolf_vi
			ruling_only = yes
		}
		custom_trigger_tooltip = {
			tooltip = carolus_rex_tt
			owns_state = 195 111 110 812 808 62 63
		}
	}
}
### Entity: Idea
Component: CZE_ckd_company
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_ckd_company = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: inventive_leadership_spirit
Constructs: has_military_academy, has_dlc, has_doctrine
Source: game
File: common/ideas/army_spirits.txt

Code:
inventive_leadership_spirit = {
	ledger = army
	available = {
		has_military_academy = yes
	}
	modifier = {
		custom_modifier_tooltip = inventive_leadership_spirit_tt
		trait_naval_invader_xp_gain_factor = 0.2
		trait_commando_xp_gain_factor = 0.2
		trait_trickster_xp_gain_factor = 0.2
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = commandos irregulars expeditionary_warfare guerilla_war peoples_war
			}
		}
	}
}
### Entity: Idea
Component: LUX_minister_army_PRL
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_army_PRL = {
	modifier = {
		army_morale_factor = 0.05
		army_org_factor = 0.08
	}
}
### Entity: Idea
Component: JAP_pro_japanese_sentiments_for_usa_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_pro_japanese_sentiments_for_usa_idea = {
	picture = generic_army_problems
	allowed = {
		original_tag = USA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {

	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.05
		defense_bonus_against = -0.05
	}
}
### Entity: State History
Component: 491
Constructs: add_core_of
Source: game
File: history/states/491-Loreto.txt

Code:
state = {
	id = 491
	name = STATE_491
	manpower = 176626
	state_category = pastoral
	history = {
		owner = PRU
		add_core_of = PRU
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			10970 1
		}
	}
	provinces = {
		5162 8213 10970 12869 13291
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: Kwangsi 43 Shih
Constructs: division_template
Source: game
File: history/units/r56_GXC_1936.txt

Code:
division = {
	name = Kwangsi 43 Shih
	location = 7137
	division_template = Luchün Shih
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_promote_civilian_donations
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_promote_civilian_donations
	icon = GFX_focus_SWI_issue_war_bonds
	prerequisite = {
		focus = NOR_appoint_prince_olav_to_army_staff NOR_prince_olav_to_navy_staff
	}
	x = 1
	y = 1
	relative_position_id = NOR_appoint_prince_olav_to_army_staff
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = NOR_modify_kingdom_of_norway_TT
		add_to_variable = {
			var = NOR_kingdom_of_norway_dmod_consumer_goods_factor
			value = -0.2
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_imperial_legacy_old
Constructs: prerequisite, limit, add_ideas, has_government, add_war_support, completion_reward, is_puppet, add_named_threat
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_imperial_legacy_old
	text = SOV_imperial_legacy
	icon = GFX_goal_SOV_imperial_eagle
	prerequisite = {
		focus = SOV_accept_constituion_old SOV_all_russian_alligences_old
	}
	x = -3
	y = 1
	relative_position_id = SOV_all_russian_alligences_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_puppet = no
	}
	completion_reward = {
		add_named_threat = {
			threat = 4
			name = SOV_imperial_legacy_t
		}
		add_war_support = 0.05
		if = {
			limit = {
				has_government = neutrality
			}
			set_rule = {
				can_send_volunteers = yes
			}
		}
		add_ideas = GEN_Conquer_I
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SWE_1939_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_light_2
			creator = SWE
			version_name = Göteborg Class
		}
		name = HMS Karlskrona
		requested_factories = 1
		progress = 0.3
		amount = 1
	} {
		equipment = {
			type = ship_hull_submarine_2
			creator = SWE
			version_name = Sjölejonet Class
		}
		name = HMS Sjöhunden
		requested_factories = 2
		progress = 0.3
		amount = 1
	}
}
### Entity: Idea
Component: SAX_acgs
Source: game
File: common/ideas/saxony.txt

Code:
SAX_acgs = {
	picture = generic_air_europe_2
	allowed = {
		original_tag = SAX
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_bolster_national_arms_manufacturing
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, inf_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_bolster_national_arms_manufacturing
	icon = GFX_goal_machine_gun
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_study_our_surroundings AFG_legacy_of_cavalrymen
	}
	relative_position_id = AFG_study_our_surroundings
	completion_reward = {
		army_experience = 15
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = inf_bonus
			bonus = 0.35
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: check_for_warlord_4_left
Constructs: has_country_flag, check_for_warlord_4_left, is_warlords, is_in_faction_with
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
check_for_warlord_4_left = {
	count_triggers = {
		amount = 4
		CHI = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SHX = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GDC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		HBC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SND = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GXC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		YUN = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XSM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		KHM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_sp_thermo_nuclear_bomb_focus
Constructs: is_special_project_completed, is_special_project_being_researched
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_sp_thermo_nuclear_bomb_focus = {
	NOT = {
		is_special_project_completed = sp:sp_thermo_nuclear_bomb
		is_special_project_being_researched = sp:sp_thermo_nuclear_bomb
	}
	EAI_nuclear_tech_focus = yes
}
### Entity: Scripted Trigger
Component: EAI_radio_navigation_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_radio_navigation_MODULE_FOCUS = {
	OR = {
		EAI_STR_military_focus = yes
	}
}
### Entity: Idea
Component: LAT_paramilitary_idea_1
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/latvia.txt

Code:
LAT_paramilitary_idea_1 = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.2
	}
}
### Entity: Idea
Component: PHI_philippine_long_distance_telephone_company_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/philippines.txt

Code:
PHI_philippine_long_distance_telephone_company_idea = {
	name = PHI_philippine_long_distance_telephone_company
	picture = PHI_philippine_long_distance_telephone_company
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		electronics = 0.1
	}
	cost = 100
	traits = {
		telephone_company
	}
	modifier = {

	}
}
### Entity: Idea
Component: BRA_war_bonds
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_war_bonds = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.1
		war_support_factor = 0.2
	}
}
### Entity: Event
Component: political.20
Constructs: is_triggered_only, limit, has_government, add_stability, add_timed_idea, set_politics
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.20
	title = political.20.t
	desc = political.20.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = political.20.c
		if = {
			limit = {
				has_government = fascism
			}
			add_timed_idea = {
				idea = fascism_defeated
				days = 730
			}
		} {
			limit = {
				has_government = communism
			}
			add_timed_idea = {
				idea = communism_defeated
				days = 730
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_submarine_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_submarine_effort
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = BHU_flexible_navy BHU_large_navy
	}
	relative_position_id = BHU_flexible_navy
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_GER_barbarossa_PREPARE_SOV
Constructs: is_historical_focus_on, has_global_flag, declare_war
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_barbarossa_PREPARE_SOV = {
	allowed = {
		tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		has_global_flag = {
			flag = EAI_GER_blitz_russia_365d
			days = < 90
		}
		SOV = {
			EAI_PREV_imminent_war_against_THIS = yes
		}
		date = > 1941.1.1 < 1942.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = SOV
		value = 5000
	} {
		type = consider_weak
		id = SOV
		value = 5000
	} {
		type = declare_war
		id = SOV
		value = 5000
	} {
		type = ignore_claim
		id = SOV
		value = -5000
	}
}
### Entity: Event
Component: wtt_news.36
Constructs: is_triggered_only, is_literally_china
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.36
	title = wtt_news.36.t
	desc = wtt_news.36.desc
	picture = GFX_news_event_generic_funeral
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.36.a
		trigger = {
			original_tag = PRC
		}
	} {
		name = wtt_news.36.b
		trigger = {
			is_literally_china = yes
			NOT = {
				original_tag = PRC
			}
		}
	} {
		name = wtt_news.36.d
		trigger = {
			NOT = {
				original_tag = CHI PRC
				is_literally_china = yes
			}
		}
	}
}
### Entity: Idea
Component: american_protection_drift_communism
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/usa.txt

Code:
american_protection_drift_communism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_georgi_benkovski_aircraft_repair_facilities
Constructs: prerequisite, add_ideas, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_georgi_benkovski_aircraft_repair_facilities
	prerequisite = {
		focus = BUL_acquire_modern_tools
	}
	icon = GFX_goal_generic_air_production
	relative_position_id = BUL_acquire_modern_tools
	x = -5
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		air_experience = 10
		212 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_ideas = BUL_aircraft_repair_facilities
	}
}
### Entity: Event
Component: siam.4
Constructs: is_triggered_only, random_days
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.4
	title = siam.4.t
	desc = siam.4.desc
	picture = GFX_report_event_NOR_quisling_speech
	is_triggered_only = yes
	option = {
		name = siam.4.a
		hidden_effect = {
			country_event = {
				id = siam.5
				days = 14
				random_days = 7
			}
		}
	}
}
### Entity: Decision
Component: ETH_italian_occupation_category
Constructs: has_completed_focus, is_government_in_exile, is_controlled_by, has_state_flag, has_capitulated
Source: game
File: common/decisions/categories/ETH_decision_categories.txt

Code:
ETH_italian_occupation_category = {
	icon = GFX_decision_category_saf_anti_colonialist_crusade
	allowed = {
		OR = {
			tag = ETH
			original_tag = ITA
		}
	}
	priority = {
		base = 5
	}
	on_map_area = {
		state = 271
		name = ETH_italian_occupation_category_map_category_name
		zoom = 250
	}
	visible = {
		OR = {
			ETH = {
				is_government_in_exile = yes
				any_owned_state = {
					is_controlled_by = ITA
				}
			}
			AND = {
				original_tag = ITA
				any_controlled_state = {
					has_state_flag = ITA_can_electrify_state_flag
				}
				ETH = {
					OR = {
						has_capitulated = yes
						exists = no
					}
				}
			}
		} {
			NOT = {
				tag = ITA
			}
			has_completed_focus = ITA_triumph_in_africa_bba
		}
	}
	visible_when_empty = yes
}
### Entity: Scripted Effect
Component: JUNO_create_rosita_serrano_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
JUNO_create_rosita_serrano_operative = {
	create_operative_leader = {
		name = CHL_rosita_serrano
		GFX = GFX_portrait_CHL_rosita_serrano
		traits = {
			operative_linguist operative_seducer operative_well_groomed
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			CHL SPR GER
		}
	}
}
### Entity: Modding Documentation
Construct: resistance
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### resistance
* description: Compares the current resistance level of a state to a value. Example: resistance > 50 
* (Auto generated using the trigger with same name)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SML_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 10833
	division_template = Public Force
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}