Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ARG_osmar_hellmuth
Constructs: has_country_flag
Source: game
File: common/characters/ARG.txt

Code:
ARG_osmar_hellmuth = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_carlos_lamas
		allowed = {
			original_tag = ARG
		}
		visible = {
			has_country_flag = ARG_hellmuth_released
		}
		available = {
			has_country_flag = ARG_hellmuth_released
		}
		traits = {
			ARG_bolivar_agent
		}
	}
	name = Osmar Hellmuth
	portraits = {
		army = {
			small = GFX_portrait_ARG_osmar_hellmuth_small
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_axis_invasion_theatres
Constructs: limit, clear_array, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_axis_invasion_theatres = {
	clear_array = global.EAI_MAP_axis_invasion_theatres
	resize_temp_array = {
		operations = 2
	}
	for_each_loop = {
		array = operations
		index = _operation_id
		value = v
		set_variable = {
			global.EAI_MAP_axis_invasion_data_start^_operation_id = global.EAI_MAP_axis_invasion_theatres^num
		} {
			global.EAI_MAP_axis_invasion_data_end^_operation_id = global.EAI_MAP_axis_invasion_theatres^num
		}
		if = {
			limit = {
				check_variable = {
					_operation_id = 0
				}
			}
			EAI_MAP_operation_sealion_theatre = yes
		} {
			limit = {
				check_variable = {
					_operation_id = 1
				}
			}
			EAI_MAP_operation_america_theatre = yes
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_ordnance_factory_khamaria_jabalpur
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_ordnance_factory_khamaria_jabalpur
	icon = GFX_focus_CHL_high_quality_nitrate
	prerequisite = {
		focus = RAJ_gun_and_shell_factory_cossipore
	}
	x = 1
	y = 1
	relative_position_id = RAJ_gun_and_shell_factory_cossipore
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:RAJ_ammunition_factory_khadki_organization = {
				add_mio_size = 1
				unlock_mio_trait_tooltip = {
					trait = RAJ_mio_trait_ordnance_factory_khamaria_jabalpur
				}
			}
		}
		else = {
			upgrade_ordance_factories_no_aat = yes
		}
		try_build_mil_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Event
Component: r56.ger.44
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.44
	title = r56.ger.44.t
	desc = r56.ger.44.d
	picture = GFX_report_event_PER_foreign_ministry
	is_triggered_only = yes
	option = {
		name = r56.ger.44.a
		ai_chance = {
			base = 2
		}
	}
}
### Entity: Character
Component: NEN_coi
Source: game
File: common/characters/NEN.txt

Code:
NEN_coi = {
	advisor = {
		slot = political_advisor
		idea_token = NEN_coi
		allowed = {
			original_tag = NEN
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_political_3
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.111
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, is_major, add_opinion_modifier, has_opinion
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.111
	title = wuw_GER_diplomacy.111.t
	desc = AAT_germany.1.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.111.a
		ai_chance = {
			base = 20
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 0.5
				any_other_country = {
					has_guaranteed = ROOT
					is_major = yes
				}
			}
		}
		ROOT = {
			add_ideas = GER_development_of_economic_relations_ns
			add_opinion_modifier = {
				target = FROM
				modifier = GER_trading_partners
			} {
				target = FROM
				modifier = GER_align_romania
			}
			IF = {
				limit = {
					FROM = {
						has_government = fascism
					}
				}
				add_ideas = GER_align_romania
			}
			ELSE_IF = {
				limit = {
					FROM = {
						has_government = neutrality
					}
				}
				add_ideas = GER_align_romania_unaligned
			} {
				limit = {
					FROM = {
						has_government = democratic
					}
				}
				add_ideas = GER_align_romania_democratic
			}
		}
		add_ai_strategy = {
			type = befriend
			id = FROM
			value = 100
		}
		custom_effect_tooltip = war_will_cancel_deal_tt
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.112
				hours = 5
				random_hours = 5
			}
		}
	} {
		name = wuw_GER_diplomacy.111.b
		ai_chance = {
			base = 1
			modifier = {
				add = 15
				has_opinion = {
					target = FROM
					value = < -29
				}
			} {
				add = 15
				has_opinion = {
					target = FROM
					value = < -49
				}
			}
		}
		add_ai_strategy = {
			type = befriend
			id = FROM
			value = -50
		}
		custom_effect_tooltip = generic_could_lead_to_tt
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = annex_everything
					target = ROOT
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.113
				hours = 5
				random_hours = 5
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_land_reorganization
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_stability, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_land_reorganization
	prerequisite = {
		focus = BUL_legislative_elections
	}
	icon = GFX_focus_generic_the_giant_wakes
	relative_position_id = BUL_legislative_elections
	x = 0
	y = 2
	cost = 10
	available = {
		has_stability = > 0.5
		democratic = > 0.7
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = BUL_land_reorganization_tt
		every_owned_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: Scripted Effect
Component: ITA_promote_cln_to_country_leader_democratic
Constructs: add_country_leader_role
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_promote_cln_to_country_leader_democratic = {
	add_country_leader_role = {
		character = ITA_comitato_di_liberazione_nazionale
		promote_leader = yes
		country_leader = {
			ideology = socialism
			expire = 1965.1.1
			traits = {
				anti_fascist_committee
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_enact_georgist_tax_reforms
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_enact_georgist_tax_reforms
	icon = GFX_focus_generic_economic_recovery
	prerequisite = {
		focus = CHI_deal_with_the_shadow_elements
	}
	mutually_exclusive = {
		focus = CHI_toward_a_socialist_economy
	}
	x = 1
	y = 1
	relative_position_id = CHI_deal_with_the_shadow_elements
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		CHI_add_or_modify_political_tutelage = yes
		add_to_variable = {
			CHI_the_political_tutelage_dm_production_speed_industrial_complex_factor = 0.1
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			CHI_the_political_tutelage_dm_global_building_slots = 1
			tooltip = global_building_slots_tt
		}
	}
}
### Entity: Character
Component: NMB_acas
Source: game
File: common/characters/NMB.txt

Code:
NMB_acas = {
	advisor = {
		slot = high_command
		idea_token = NMB_acas
		ledger = air
		allowed = {
			original_tag = NMB
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: AI Strategy
Component: ITA_other_priorities
Constructs: is_historical_focus_on, is_ai
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_other_priorities = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1942.6.1 < 1943.6.6
		ENG = {
			is_ai = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = north_africa
		value = -30
	} {
		type = front_unit_request
		area = north_africa
		value = -50
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_prospecting_new_sites
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, has_tech, unlock_decision_tooltip, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_prospecting_new_sites
	icon = GFX_focus_DEN_prospecting_greenland
	prerequisite = {
		focus = DEN_develop_greenland
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_develop_greenland
	x = 1
	y = 1
	cost = 10
	bypass = {

	}
	available = {
		101 = {
			is_fully_controlled_by = ROOT
		}
		has_tech = excavation3
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_tooltip = expand_greenlands_mines
		if = {
			limit = {
				101 = {
					is_fully_controlled_by = ROOT
				}
			}
			101 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = steel
					amount = 12
				} {
					type = chromium
					amount = 6
				} {
					type = tungsten
					amount = 6
				}
			}
		}
	}
}
### Entity: State History
Component: 929
Constructs: add_core_of, add_to_array
Source: game
File: history/states/929-Durango.txt

Code:
state = {
	id = 929
	name = STATE_929
	state_category = rural
	history = {
		owner = MEX
		buildings = {
			infrastructure = 2
		}
		add_core_of = MEX
		add_to_array = {
			state_victory_points = 7921
		}
		victory_points = {
			7921 10
		}
	}
	provinces = {
		4946 7921 8003 10853 10871 13258
	}
	manpower = 444096
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: isr_boom
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/tykn_generic.txt

Code:
isr_boom = {
	allowed = {
		always = yes
	}
	available = {
		GER = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	picture = ITA_battaglie_per_la_nascite
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.05
		MONTHLY_POPULATION = 6.0
		stability_factor = -0.05
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_request_to_join_big_brother
Constructs: prerequisite, has_war, limit, has_government, completion_reward, is_subject_of, is_neighbor_of, allow_branch
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_request_to_join_big_brother
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = RUT_communist_influence
	}
	relative_position_id = RUT_communist_influence
	available = {
		if = {
			limit = {
				NOT = {
					country_exists = UKR
				}
			}
			RUT = {
				is_subject_of = SOV
			}
			has_government = communism
			has_war = no
			is_neighbor_of = SOV
		}
	}
	allow_branch = {
		is_ai = yes
	}
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		SOV = {
			annex_country = {
				target = RUT
			}
		} {
			add_state_core = 73
		} {
			add_state_core = 996
		}
		UKR = {
			add_state_core = 73
		} {
			add_state_core = 996
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: bftb_news.207
Constructs: is_triggered_only
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.207
	title = bftb_news.207.t
	desc = bftb_news.207.desc
	picture = GFX_news_event_turkey_affirms_interest_in_protecting_balkans
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.207.a
		trigger = {
			tag = TUR
		}
	} {
		name = bftb_news.207.b
		trigger = {
			OR = {
				tag = YUG ROM GRE
			}
		}
	} {
		name = bftb_news.207.c
		trigger = {
			OR = {
				tag = GER ITA SOV
			}
		}
	} {
		name = bftb_news.207.d
		trigger = {
			NOT = {
				OR = {
					tag = TUR YUG ROM GRE GER ITA SOV
				}
			}
		}
	}
}
### Entity: Character
Component: hanyang_rifles
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_traits.txt

Code:
hanyang_rifles = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.15
		}
	}
}
### Entity: Country History
Country: SUR
Component: SUR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SUR - Suriname.txt

Code:
# Politics & Parties for SUR
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	fascism = 1
	communism = 1
	neutrality = 23
}
### Entity: Character
Component: CZE_minister_of_public_works
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_minister_of_public_works = {
	sprite = 13
	random = no
	production_speed_buildings_factor = 0.1
	truck_attrition_factor = -0.1
}
### Entity: Character
Component: ambitious_diplomat
Source: game
File: common/country_leader/00_traits.txt

Code:
ambitious_diplomat = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	production_speed_infrastructure_factor = 0.05
}
### Entity: National Focus
Tree: den_focus
Component: DEN_flyvertaktisk_kommando
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, add_command_power, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_flyvertaktisk_kommando
	icon = GFX_focus_DEN_flyvetaktisk_kommando
	prerequisite = {
		focus = DEN_flyveskolen
	}
	relative_position_id = DEN_domestic_designs
	x = 0
	y = 3
	cost = 10
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_command_power = 25
		DEN_improve_flyvevabnet_NS = yes
		add_to_variable = {
			DEN_flyvevabnet_air_accidents = -0.05
			tooltip = air_accidents_factor_tt
		} {
			DEN_flyvevabnet_air_night_penalty = -0.05
			tooltip = air_night_penalty_tt
		} {
			DEN_flyvevabnet_air_weather_penalty = -0.05
			tooltip = air_weather_penalty_tt
		}
		add_doctrine_cost_reduction = {
			name = DEN_flyvertaktisk_kommando
			cost_reduction = 0.25
			uses = 2
			category = air_doctrine
		}
	}
}
### Entity: Scripted Effect
Component: SOV_check_for_a_new_purge_effect
Constructs: limit
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_check_for_a_new_purge_effect = {
	if = {
		limit = {
			SOV_paranoia_is_medium_level = yes
		}
		SOV_manage_a_regular_purge_effect = yes
	}
	else_if = {
		limit = {
			SOV_paranoia_is_high_level = yes
		}
		SOV_manage_a_great_purge_effect = yes
	}
}
### Entity: Event
Component: SEA_PHI_political_events.69
Constructs: is_triggered_only, ai_chance, limit, has_government, has_opinion, set_country_flag, is_subject_of
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.69
	title = SEA_PHI_political_events.69.t
	desc = SEA_PHI_political_events.69.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.69.a
		ai_chance = {
			base = 2
			modifier = {
				add = 1
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 0.25
				has_government = communism
			} {
				factor = 0.5
				has_government = democratic
			}
		}
		if = {
			limit = {
				original_tag = SPR
			}
			FROM = {
				set_country_flag = SPR_agreed_to_be_annexed
			}
		}
		FROM = {
			country_event = SEA_PHI_political_events.70
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = SEA_PHI_political_events.69.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_subject_of = FROM
			}
		}
		FROM = {
			country_event = SEA_PHI_political_events.71
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.51
Constructs: is_triggered_only, ai_chance, limit, add_stability, has_civil_war, random_days, add_popularity
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.51
	title = AAT_Sweden_flashpoints.51.t
	desc = AAT_Sweden_flashpoints.51.desc
	picture = GFX_report_event_SWE_internment_camp
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.51.a
		trigger = {
			has_civil_war = no
		}
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				NOT = {
					SWE_is_historical_ai = yes
				}
				has_civil_war = no
			}
			if = {
				limit = {
					has_civil_war = no
				}
				country_event = {
					id = AAT_Sweden_flashpoints.52
					days = 7
					random_days = 20
				}
				add_stability = -0.1
				add_popularity = {
					ideology = communism
					popularity = 0.1
				}
				custom_effect_tooltip = AAT_Sweden_flashpoints_civil_war_tt
			}
		}
	} {
		name = AAT_Sweden_flashpoints.51.b
		ai_chance = {
			base = 10
		}
		add_stability = 0.05
	}
}
### Entity: AI Strategy
Component: ITA_naval_submarine
Constructs: has_war, has_war_with, has_tech
Source: game
File: common/ai_equipment/ITA_naval.txt

Code:
ITA_naval_submarine = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		naval_submarine
	}
	priority = {
		factor = 50
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	submarine_early = {
		name = Sirena Class
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_ship_hull_submarine
				factor = 0
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_submarine_1
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				rear_1_custom_slot = ship_torpedo_sub
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_basic = {
		name = Marcello Class
		priority = {
			factor = 50
			modifier = {
				has_tech = improved_ship_hull_submarine
				factor = 0
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_submarine_2
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				rear_1_custom_slot = ship_torpedo_sub
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_improved = {
		name = Marconi Class
		priority = {
			factor = 100
			modifier = {
				has_tech = advanced_ship_hull_submarine
				factor = 0
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_submarine_3
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				front_1_custom_slot = empty
				mid_1_custom_slot = ship_radar
				rear_1_custom_slot = ship_torpedo_sub
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_advanced = {
		name = Romolo Class
		priority = {
			factor = 200
			modifier = {
				factor = 15
				has_war_with = ENG
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 4000.0
			type = ship_hull_submarine_4
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				front_1_custom_slot = ship_torpedo_sub
				mid_1_custom_slot = ship_radar
				rear_1_custom_slot = ship_torpedo_sub
			}
		}
		a
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_silk_road_test
Constructs: prerequisite, completion_reward, build_railway, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_silk_road_test
	icon = GFX_focus_ETH_boarding_the_train
	prerequisite = {
		focus = ETH_extra_research_slot_2
	}
	x = 2
	y = 6
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {
		550 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		559 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		} {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		271 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		842 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		843 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		836 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	completion_reward = {
		build_railway = {
			path = {
				12766 13287 2072 7944 5097 13288 5010 8036 10775 13297 4995
			}
		}
		271 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		550 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		559 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: SWE_swedish_german_trade_negative_2_idea
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_swedish_german_trade_negative_2_idea = {
	picture = POL_succesful_four_year_plan
	allowed = {
		always = no
	}
	modifier = {
		consumer_goods_factor = -0.25
		political_power_factor = 0.15
		production_factory_efficiency_gain_factor = 0.15
		production_factory_max_efficiency_factor = 0.15
	}
}
### Entity: Character
Component: GER_loyal_inner_circle
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_loyal_inner_circle = {
	random = no
	special_project_speed_factor = 0.05
	production_factory_max_efficiency_factor = 0.1
	max_command_power_mult = 0.25
	production_speed_buildings_factor = 0.05
}
### Entity: Idea
Component: ARG_argentina_for_all_idea
Constructs: stability_factor, removal_cost, democratic_drift, conscription_factor
Source: game
File: common/ideas/argentina.txt

Code:
ARG_argentina_for_all_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_argentina_for_all_idea
	modifier = {
		democratic_drift = 0.15
		stability_factor = 0.1
		conscription_factor = 0.15
		army_core_defence_factor = 0.1
	}
}
### Entity: National Focus
Component: wuw_HUN_allied_manufacturing_programs
Constructs: prerequisite, limit, random_country, completion_reward, is_in_faction, is_faction_leader, cancel_if_invalid, is_in_faction_with
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_allied_manufacturing_programs
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = wuw_HUN_joint_air_development
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_joint_air_development
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		is_in_faction = yes
		is_faction_leader = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				is_in_faction = no
			}
			custom_effect_tooltip = wuw_HUN_allied_manufacturing_programs_tt
		}
		random_country = {
			limit = {
				is_in_faction_with = ROOT
				is_faction_leader = yes
				NOT = {
					tag = ROOT
				}
			}
			country_event = {
				id = WW_hungary.1
				days = 3
				random_days = 4
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}