Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: BEL_belgian_miracle_dynamic_modifier
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_belgian_miracle_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_BEL_belgian_miracle
	industry_free_repair_factor = BEL_social_partners_industry_free_repair_factor
	production_factory_start_efficiency_factor = BEL_social_partners_production_factory_start_efficiency_factor
	industrial_capacity_dockyard = BEL_social_partners_industrial_capacity_dockyard
	industrial_capacity_factory = BEL_social_partners_industrial_capacity_factory
	production_speed_rail_way_factor = BEL_social_partners_production_speed_rail_way_factor
	production_speed_supply_node_factor = BEL_social_partners_production_speed_supply_node_factor
	production_factory_max_efficiency_factor = BEL_social_partners_production_factory_max_efficiency_factor
	production_speed_buildings_factor = BEL_social_partners_production_speed_buildings_factor
	production_factory_efficiency_gain_factor = BEL_social_partners_production_factory_efficiency_gain_factor
	resource_trade_cost_bonus_per_factory = BEL_social_partners_resource_trade_cost_bonus_per_factory
}
### Entity: AI Strategy
Component: HOL_actually_do_help_im_giving_you_land_please_help
Constructs: has_country_flag, is_subject_of, is_in_faction_with, has_global_flag, send_volunteers_desire, force_defend_ally_borders
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_actually_do_help_im_giving_you_land_please_help = {
	allowed = {
		NOT = {
			original_tag = HOL INS
			is_subject_of = HOL
			tag = event_target:INS_dutch_indonesia
		}
	}
	enable = {
		is_in_faction_with = HOL
		INS = {
			has_country_flag = INS_revolution_has_started
		}
		OR = {
			AND = {
				has_global_flag = INSHOL_london_batavia_accord_signed
				original_tag = ENG
			} {
				has_global_flag = INSHOL_franco_dutch_accord_signed
				original_tag = FRA
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = support
		id = HOL
		value = 100
	} {
		type = send_volunteers_desire
		id = HOL
		value = 50
	} {
		type = area_priority
		id = east_indies
		value = 70
	} {
		type = force_defend_ally_borders
		id = HOL
		value = 20
	} {
		type = antagonize
		id = INS
		value = 100
	} {
		type = invade
		id = INS
		value = 30
	}
}
### Entity: Event
Component: kmt.35
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, add_popularity, add_timed_idea, set_country_flag, swap_ideas
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.35
	title = kmt.35.t
	desc = kmt.35.d
	picture = GFX_report_event_china_politicians_captured
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 0
		}
		name = kmt.35.a
		custom_effect_tooltip = baihua_end_now
		add_popularity = {
			ideology = democratic
			popularity = -0.2
		} {
			ideology = fascism
			popularity = -0.1
		} {
			ideology = communism
			popularity = 0.1
		}
		add_timed_idea = {
			idea = KMT_baihua_stage_3_finished
			days = 365
		}
		add_ideas = KMT_baihua_stage_3_finished_effect
		set_country_flag = baihua_completed
	} {
		ai_chance = {
			base = 100
		}
		name = kmt.35.b
		custom_effect_tooltip = KMT_baihua_stage_3_tt
		swap_ideas = {
			remove_idea = KMT_baihua_stage_3_idea
			add_idea = KMT_baihua_stage_4_idea
		}
		hidden_effect = {
			activate_mission = PRC_hundred_flowers_campaign_progress
		}
	}
}
### Entity: Event
Component: ARG_political_events.35
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.35
	title = ARG_political_events.35.t
	desc = ARG_political_events.35.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = ARG_political_events.35.a
		ai_chance = {
			base = 90
		}
		FROM = {
			country_event = {
				id = ARG_political_events.36
				days = 1
			}
		}
	} {
		name = ARG_political_events.35.b
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = ARG_political_events.37
				days = 1
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: USA_springfield_armory_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc, add_trait, equipment_bonus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_springfield_armory_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_springfield_armory
	allowed = {
		OR = {
			tag = USA
			AND = {
				original_tag = PHI
				has_dlc = No Compromise, No Surrender
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = USA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = USA
				}
			}
		}
		if = {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			if = {
				limit = {
					FROM = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				FROM = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
			else = {
				FROM = {
					has_completed_focus = PHI_align_with_the_usa
				}
			}
		}
	}
	add_trait = {
		token = PHI_mio_trait_rugged_construction
		name = PHI_mio_trait_rugged_construction
		icon = GFX_generic_mio_trait_icon_reliability
		special_trait_background = yes
		position = {
			x = 0
			y = 0
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		equipment_bonus = {
			reliability = 0.05
		}
	} {
		token = PHI_mio_trait_use_local_materials
		name = PHI_mio_trait_use_local_materials
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		any_parent = {
			PHI_mio_trait_rugged_construction
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
	}
}
### Entity: Modding Documentation
Construct: deleteallunits
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## deleteallunits
* Aliases: delall

Delete all armies and fleets of the specified countries.
### Entity: National Focus
Tree: pol_focus
Component: POL_promote_chemical_industry
Constructs: has_completed_focus, prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_promote_chemical_industry
	icon = GFX_focus_generic_rubber
	prerequisite = {
		focus = POL_the_castle
	}
	x = -1
	y = 1
	relative_position_id = POL_the_castle
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			OR = {
				has_completed_focus = POL_dissolve_the_bbwr POL_ozon
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		POL_sanation_left_opposition_down = yes
		POL_sanation_right_opposition_down = yes
		random_owned_controlled_state = {
			prioritize = {
				89
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = POL_promote_chemical_industry
			bonus = 1.0
			uses = 1
			category = synth_resources
		}
	}
}
### Entity: Character
Component: XIC_yang_hucheng
Source: game
File: common/characters/XIC.txt

Code:
XIC_yang_hucheng = {
	name = Yang Hucheng
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_5
			small = GFX_kr_portrait_asia_generic_land_5_small
		}
	}
	field_marshal = {
		traits = {
			war_hero skilled_staffer infantry_leader
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = XIC_yang_hucheng
		allowed = {
			original_tag = XIC
		}
		cost = 100
		visible = {

		}
		available = {

		}
		traits = {
			army_chief_planning_2
		}
	}
}
### Entity: Shared Focus
Tree: afr_focus
Component: AFR_african_built_ships
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, has_tech, is_coastal, random_owned_controlled_state
Source: game
File: common/national_focus/r56_african_union_shared.txt

Code:
shared_focus = {
	id = AFR_african_built_ships
	icon = GFX_focus_generic_africa_naval
	cost = 10
	prerequisite = {
		focus = AFR_connect_the_cities
	}
	relative_position_id = AFR_connect_the_cities
	x = -1
	y = 1
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
		has_tech = construction3
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			every_military_industrial_organization = {
				limit = {
					OR = {
						has_mio_equipment_type = mio_cat_eq_all_carrier mio_cat_eq_all_cruiser mio_cat_eq_all_destroyer mio_cat_eq_all_battleship ship_hull_submarine capital_ship screen_ship submarine
						has_mio_research_category = mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_submarine_and_modules mio_cat_tech_all_carrier_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules naval_equipment
					}
				}
				add_mio_funds = 2000
				add_mio_research_bonus = 0.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: QUE_adelard_godbout
Constructs: has_completed_focus, has_government, is_country_leader
Source: game
File: common/characters/QUE.txt

Code:
QUE_adelard_godbout = {
	name = QUE_adelard_godbout
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
		civilian = {
			large = gfx/leaders/QUE/r56_portrait_QUE_Adelard_Godbout.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_adelard_godbout
		allowed = {
			original_tag = QUE
		}
		available = {
			OR = {
				has_government = democratic
				has_completed_focus = QUE_trust_in_democracy
			}
			is_country_leader = no
		}
		ai_will_do = {
			factor = 10
		}
		traits = {
			silent_workhorse democratic_reformer
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
		traits = {
			low_legitimacy r56_trait_opposed_to_communism liberal_grandee finance_graduate
		}
	}
}
### Entity: Idea
Component: ITA_italian_hegemony_master_2
Constructs: has_completed_focus, removal_cost, conscription_factor, puppet_cost_factor, fascism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_italian_hegemony_master_2 = {
	name = ITA_italian_hegemony_master_1
	picture = generic_fascism_rising
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_spreading_the_eagles_wings
	}
	modifier = {
		conscription_factor = 0.05
		drift_defence_factor = 0.05
		army_org_factor = 0.05
		offensive_war_stability_factor = 0.25
		puppet_cost_factor = -0.2
		fascism_drift = 0.05
		compliance_growth = 0.05
		resistance_decay = 0.01
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_eng_expand_airport
Constructs: prerequisite, has_war_with, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_eng_expand_airport
	icon = GFX_goal_generic_air_production
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_eng_defences
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
		100 = {
			CONTROLLER = {
				tag = ICE
			}
		}
	}
	x = 7
	y = 6
	completion_reward = {
		100 = {
			add_building_construction = {
				type = air_base
				level = 4
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CHL_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = CHL
		}
		requested_factories = 1
		progress = 0.18
		efficiency = 100
		industrial_manufacturer = mio:CHL_famae_organization
	}
}
### Entity: Idea
Component: idea_SIA_cemented_control_2
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_cemented_control_2 = {
	picture = SIA_cemented_control
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		party_popularity_stability_factor = 0.15
		war_stability_factor = 0.1
		political_power_factor = 0.08
		resistance_target = -0.05
		compliance_growth = 0.02
		production_factory_start_efficiency_factor = 0.15
	}
}
### Entity: National Focus
Component: iceland_tree
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/iceland.txt

Code:
focus_tree = {
	id = iceland_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			original_tag = ICE
			has_dlc = Arms Against Tyranny
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1000
	}
	shared_focus = NORDIC_form_joint_alliance
	initial_show_position = {
		x = 20
		y = 0
	}
	focus = {
		id = ICE_expand_the_fishing_industry
		icon = GFX_focus_generic_industry_1
		mutually_exclusive = {
			focus = ICE_mineral_prospecting
		}
		x = 5
		y = 0
		cost = 10
		available = {

		}
		search_filters = {

		}
		completion_reward = {
			add_ideas = ICE_fishing_industry
		}
	} {
		id = ICE_mineral_prospecting
		icon = GFX_focus_generic_steel
		mutually_exclusive = {
			focus = ICE_expand_the_fishing_industry
		}
		x = 2
		y = 0
		relative_position_id = ICE_expand_the_fishing_industry
		cost = 10
		available = {
			100 = {
				is_owned_and_controlled_by = ROOT
			}
		}
		search_filters = {

		}
		completion_reward = {
			random_state = {
				limit = {
					is_owned_and_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			100 = {
				add_resource = {
					type = steel
					amount = 10
				} {
					type = aluminium
					amount = 6
				}
			}
		}
	} {
		id = ICE_agricultural_expansion
		icon = GFX_focus_generic_develop_iceland_silhouette
		prerequisite = {
			focus = ICE_expand_the_fishing_industry
		}
		x = -1
		y = 1
		relative_position_id = ICE_expand_the_fishing_industry
		cost = 10
		available = {

		}
		search_filters = {

		}
		completion_reward = {
			add_stability = 0.05
			every_owned_state = {
				limit = {
					is_controlled_by = ROOT
				}
				random_select_amount = 2
				add_extra_state_shared_building_slots = 3
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		id = ICE_off_shore_oil_drilling
		icon = GFX_focus_generic_offshore_oil_rig
		prerequisite = {
			focus = ICE_mineral_prospecting
		}
		x = 1
		y = 1
		relative_position_id
# ... (truncated)
### Entity: Effect Reference
Construct: global_every_army_leader
Constructs: global_every_army_leader, limit, random_select_amount, every_army_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## global_every_army_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every Army Leader (or \"random_select_amount\" of random leader if specified) for EVERY COUNTRY, that fulfills the \"limit\" trigger.
Better to use every_army_leader if you know the country to search in.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching unit leader with display_individual_scopes.
global_every_army_leader = {
	tooltip = my_loc_key # Optional
	random_select_amount = 3 # Optional
	include_invisible = yes # Optional - default = no
	display_individual_scopes = yes # Optional - default = no
	... character scope effects ...
}
```
### Entity: National Focus
Tree: cze_focus
Component: CZE_bribery_investigations
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, set_country_flag, is_controlled_by, add_to_variable
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_bribery_investigations
	icon = GFX_focus_ARG_crackdown_on_corruption
	prerequisite = {
		focus = CZE_form_the_state_defense_guard
	}
	x = 0
	y = 1
	relative_position_id = CZE_form_the_state_defense_guard
	cost = 5
	ai_will_do = {
		factor = 1
	}
	select_effect = {
		set_country_flag = SOV_paranoia_do_not_cancel_focus_flag
		add_ideas = CZE_bribery_investigations_idea
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		custom_effect_tooltip = SOV_focus_select_effect_tt CZE_bribery_investigations_remove_effect_tt SOV_focus_complete_effect_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		effect_tooltip = {
			add_ideas = CZE_bribery_investigations_idea
		}
		hidden_effect = {
			remove_ideas = CZE_bribery_investigations_idea
		}
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		} {
			CZE_ceskoslovenska_armada_training_time_factor = -0.05
			tooltip = training_time_factor_tt
		}
		if = {
			limit = {
				has_character = CZE_lev_prchala
				CZE_lev_prchala = {
					has_trait = politically_connected
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_lev_prchala = {
				remove_trait = {
					trait = politically_connected
				}
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
			effect_tooltip = {
				remove_decision = CZE_embezzle_quatermaster_funds
			}
			unlock_decision_tooltip = CZE_warehouse_inspections
		}
		add_tech_bonus = {
			name = CZE_bribery_investigations
			bonus = 0.5
			uses = 1
			category = military_police_tech
		}
		add_command_power = 25
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_nordic_joint_defense_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, is_in_faction_with, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_nordic_joint_defense_focus
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = NOR_expand_nordic_technology_sharing NOR_invite_finland NOR_the_fennoscandian_deal
	}
	x = 0
	y = 4
	relative_position_id = NOR_three_brothers
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		OR = {
			AND = {
				is_in_faction_with = DEN SWE
			} {
				is_in_faction_with = DEN FIN
			} {
				is_in_faction_with = SWE FIN
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = NOR_nordic_joint_defense_focus_tt
		if = {
			limit = {
				has_idea = NOR_continuous
			}
			swap_ideas = {
				remove_idea = NOR_continuous
				add_idea = NOR_nordic_balanced_policy
			}
		} {
			limit = {
				has_idea = NOR_pro-rearmament_politics
			}
			swap_ideas = {
				remove_idea = NOR_pro-rearmament_politics
				add_idea = NOR_nordic_defense_policy
			}
		} {
			limit = {
				DEN = {
					is_in_faction_with = NOR
				}
			}
			DEN = {
				add_ideas = NOR_nordic_joint_defense
			}
		} {
			limit = {
				SWE = {
					is_in_faction_with = NOR
				}
			}
			SWE = {
				add_ideas = NOR_nordic_joint_defense
			}
		} {
			limit = {
				FIN = {
					is_in_faction_with = NOR
				}
			}
			FIN = {
				add_ideas = NOR_nordic_joint_defense
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Order of Battle
Component: 24. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 24. SS-Sturmbrigade
	location = 11305
	division_template = SS-Sturmbrigade
}
### Entity: Idea
Component: VEN_creole_cult2
Constructs: stability_factor, neutrality_drift
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_creole_cult2 = {
	picture = VEN_creole_petroleum
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		neutrality_drift = 0.05
		stability_factor = -0.05
		trade_opinion_factor = 0.1
		fuel_gain_factor = 0.15
	}
}
### Entity: Country History
Country: TOG
Component: TOG_technology
Constructs: set_technology
Source: game
File: history/countries/TOG - Togo.txt

Code:
# Starting Technologies for TOG
set_technology = {
	infantry_weapons = 1
}
### Entity: Character
Component: IRQ_amir_al_illah
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_amir_al_illah = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_amir_al_illah
		portraits = {
			army = {
				small = GFX_portrait_IRQ_amir_al_illah_small
			}
		}
		advisor = {
			slot = air_chief
			idea_token = IRQ_amir_al_illah
			cost = 100
			traits = {
				air_chief_all_weather_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_amir_al_illah
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_arab_3
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = IRQ_amir_al_illah
			traits = {
				prince_of_terror
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_nationalize_oil_fields
Constructs: prerequisite, limit, remove_ideas, has_government, add_war_support, completion_reward, is_owned_and_controlled_by, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_nationalize_oil_fields
	icon = GFX_focus_PER_nationalize_oil_fields
	prerequisite = {
		focus = PER_expand_oil_production
	}
	x = -2
	y = 1
	relative_position_id = PER_expand_oil_production
	mutually_exclusive = {
		focus = PER_increase_oil_sales
	}
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		} {
			411 = {
				is_owned_and_controlled_by = ROOT
			}
			412 = {
				is_owned_and_controlled_by = ROOT
			}
			413 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_war_support = 0.1
		IF = {
			limit = {
				has_idea = PER_anglo_iranian_oil_ns
			}
			remove_ideas = PER_anglo_iranian_oil_ns
		}
		random_owned_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: State History
Component: 139
Constructs: add_core_of
Source: game
File: history/states/139-Smaland.txt

Code:
state = {
	id = 139
	name = STATE_139
	manpower = 390366
	state_category = rural
	resources = {
		steel = 4
	}
	history = {
		owner = SWE
		add_core_of = SWE
		victory_points = {
			9329 1
		} {
			299 2
		} {
			211 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
	}
	provinces = {
		211 242 299 329 363 3229 6148 9251 9329 9406 9410 11231 11280
	}
	local_supplies = 5
}