Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_german_puppet
Constructs: prerequisite, completion_reward, has_army_manpower, is_subject, has_capitulated, has_defensive_war_with, has_annex_war_goal, is_subject_of
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_german_puppet
	icon = GFX_focus_ger_reichskommisariats
	prerequisite = {
		focus = NOR_support_radical_nationalism
	}
	mutually_exclusive = {
		focus = NOR_norway_first NOR_join_axis
	}
	x = 0
	y = 1
	relative_position_id = NOR_support_radical_nationalism
	cost = 5
	ai_will_do = {
		base = 10
		modifier = {
			factor = 2
			surrender_progress = > 0.5
		} {
			factor = 1.5
			GER = {
				has_army_manpower = {
					size = > 999999
				}
			}
		} {
			factor = 0.5
			GER = {
				has_army_manpower = {
					size = < 200000
				}
			}
		} {
			factor = 0.5
			NOR = {
				has_army_manpower = {
					size = > 99999
				}
			}
		} {
			factor = 0.2
			surrender_progress = < 0.2
		} {
			factor = 0.2
			GER = {
				surrender_progress = > 0.2
			}
		} {
			factor = 0
			GER = {
				surrender_progress = > 0.8
			}
		}
	}
	available = {
		exists = yes
		is_subject = no
		has_capitulated = no
		OR = {
			has_defensive_war_with = GER
			GER = {
				has_annex_war_goal = ROOT
			}
		}
		GER = {
			exists = yes
			is_subject = no
			has_capitulated = no
		}
	}
	bypass = {
		is_subject_of = GER
	}
	complete_tooltip = {

	}
	completion_reward = {
		GER = {
			country_event = {
				hours = 6
				id = naw_norway.61
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: KHM_mahmut_muhiti
Source: game
File: common/characters/Warlords_China.txt

Code:
KHM_mahmut_muhiti = {
	name = KHM_mahmut_muhiti
	portraits = {
		army = {
			large = GFX_portrait_KHM_mahmut_muhiti
			small = GFX_portrait_KHM_mahmut_muhiti_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: ICE_viking_spirit_aegir_fenrir
Constructs: political_power_gain, war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_aegir_fenrir = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		political_power_gain = 0.15
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
		army_org_factor = 0.1
		army_attack_factor = 0.1
	}
}
### Entity: Technology
Component: early_battleship
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		battleship_1
	}
	path = {
		leads_to_tech = basic_battleship
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1922
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_naval_super_heavy_battleship
		}
	}
	folder = {
		name = naval_folder
		position = {
			x = 1
			y = 1
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		naval_artillery naval_equipment bb_tech mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Effect Reference
Construct: start_civil_war
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## start_civil_war

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

Given ideology starts a civil war in the country.

For 'keep triggers', the scope is :
THIS = Character
FROM = Target country

Example :
```
start_civil_war = {
	ideology = revolting ideology
	ruling_party = ruling party for country
	size = 0-1 Size modifier of the revolt. Affects stockpile, army, air and navy as well
	army_ratio = 0-1 Overrides size modifier for army
	navy_ratio = 0-1 Overrides size modifier for navy
	air_ratio = 0-1 Overrides size modifier for air
	states = {...} States that go to the revolter. Use \"all\" to include all states.
	states_filter = {...} States that go to the revolter. Filtering trigger on the states scripted to go to the revolter.
	keep_all_characters = yes - keep all characters on target country side - will ignore all following keep_ parameters - default value = no
	keep_unit_leaders = {...} specify ID of unit leaders that remain with the original country
	keep_unit_leaders_trigger = {...} Trigger for unit leaders to remain with the original country
	keep_scientists_trigger = {...} Trigger for scientist to remain with the original country
	keep_political_leader = yes/no # optional, default is no; If yes, the party leader of the revolting ideology will not join the revolter as its leader.
	keep_political_party_members = yes/no # optional, default is no; If yes, it will keep the non main leaders of the party leaders in original country
	 ... effect list ... # you can list effects that will run on civil war country
}
```
### Entity: Character
Component: BUL_ivan_dochev
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_ivan_dochev = {
	advisor = {
		slot = political_advisor
		idea_token = BUL_ivan_dochev
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			NOT = {
				has_completed_focus = BUL_oppose_the_royal_dictatorship
			}
		}
		traits = {
			fascist_demagogue
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 3.0
				BUL_is_fascist_axis_ai = yes
			} {
				factor = 0
				OR = {
					BUL_is_monarchist_ferdinand_ai = yes
					BUL_is_historical_ai = yes
				}
				NOT = {
					has_completed_focus = BUL_illusions_of_a_non_partisan_system
				}
			}
		}
	}
	name = BUL_ivan_dochev
	portraits = {
		army = {
			small = GFX_idea_bul_ivan_dochev
		}
	}
}
### Entity: Name List
Component: GRN
Source: game
File: common/names/r56_names.txt

Code:
GRN = {
	male = {
		names = {
			Aage Adam Alber Anders Asmund Axel Carl Christian Edvard Edvin Erik Folke Frederik Georg Hannibal Hans Henrik Herman Hugo Ivar Jakob Jacob Johan Julius Knud Ludvig Magnus Michael Niels Olav Otto Peter Poul Sigurd Sven Tage Thomas Thorvald Ukrik Valdemar Vilhelm
		}
	}
	female = {
		names = {
			Karen Alma Elsa Else Monica
		}
	}
	surnames = {
		Ahlefeldt Asp-Persson Berger Bonde Carlsen Dannemand Danneskjold-Samso Eberlin Falsen Folsach Güntelberg Gyldenfeldt Haack Hambro Haxthausen Juul Klauman Krogh Laessoe Hansen Have Leuenbach Lovenbalk Michaelsen Mylius Neergaard Obelitz Oxholm Reventlow Rosenkrantz Schack-Schackenborg Stemman Suenson Thygeson Trampe Urne Wadenstierna Wedel-Heinen Zytphen-Adeler
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_spirit_of_the_imperial_nation
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable, unlock_decision_category_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_spirit_of_the_imperial_nation
	icon = GFX_focus_JAP_the_spirit_of_the_imperial_nation
	x = 1
	y = 1
	relative_position_id = JAP_societal_bushido
	prerequisite = {
		focus = JAP_societal_bushido
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		JAP_add_or_modify_state_shintoism = yes
		add_to_variable = {
			JAP_state_shinotism_pocket_penalty = -0.05
			tooltip = pocket_penalty_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		unlock_decision_category_tooltip = JAP_state_shintoism_decisions
		show_ideas_tooltip = JAP_heisuke_yanagawa
	}
}
### Entity: Character
Component: PHI_wendell_fertig
Constructs: has_completed_focus, has_war_with, has_country_flag, has_dlc, is_ally_with
Source: game
File: common/characters/PHI.txt

Code:
PHI_wendell_fertig = {
	name = PHI_wendell_fertig
	portraits = {
		civilian = {
			small = GFX_portrait_PHI_wendell_fertig_small
		}
	}
	advisor = {
		slot = political_advisor
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_completed_focus = PHI_military_requisitions
			OR = {
				is_ally_with = USA
				AND = {
					has_country_flag = PHI_recently_broke_USA_alliance
					NOT = {
						has_war_with = USA
					}
				}
			}
		}
		idea_token = PHI_wendell_fertig
		traits = {
			PHI_resistance_engineer
		}
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_famille
Constructs: prerequisite, limit, add_ideas, has_government, is_major, completion_reward, is_subject, is_historical_focus_on
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_famille
	icon = GFX_goal_SLO_slovak_birth
	prerequisite = {
		focus = EFR_marechal_nous_voila
	}
	relative_position_id = EFR_marechal_nous_voila
	available = {
		OR = {
			has_government = fascism neutrality
		}
		if = {
			limit = {
				SLO = {
					is_subject = yes
				}
			}
			SLO = {
				OVERLORD = {
					has_government = fascism
				}
			}
		}
	}
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_ideas = CRO_catholic_dominance
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: POL_figurehead
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_figurehead = {
	random = no
	stability_factor = 0.05
	political_power_factor = 0.05
}
### Entity: Event
Component: BALTIC_events.203
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.203
	title = BALTIC_events.203.t
	desc = BALTIC_events.203.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = BALTIC_events.203.a
		diplomatic_relation = {
			country = FROM
			relation = guarantee
			active = no
		}
		FROM = {
			diplomatic_relation = {
				country = ROOT
				relation = guarantee
				active = no
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = refused_baltic_entente_opinion
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = refused_baltic_entente_opinion
		}
	}
}
### Entity: Order of Battle
Component: 18. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 18. Landsturmregiment
	location = 9264
	division_template = Landsturmregiment
}
### Entity: Event
Component: italy.16
Constructs: is_triggered_only
Source: game
File: events/Italy.txt

Code:
country_event = {
	id = italy.16
	title = italy.16.t
	desc = italy.16.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = italy.16.a
		transfer_state = 735
	}
}
### Entity: Scripted Effect
Component: SWE_permittentrafiken_set_positive_opinion_modifiers
Constructs: limit, has_country_flag, add_opinion_modifier, clr_country_flag
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_permittentrafiken_set_positive_opinion_modifiers = {
	IF = {
		limit = {
			has_country_flag = GER_want_transit
		}
		add_opinion_modifier = {
			target = SWE
			modifier = accepted_GER_transit_request
		}
		clr_country_flag = GER_want_transit
	}
	ELSE_IF = {
		limit = {
			has_country_flag = GER_want_communications
		}
		add_opinion_modifier = {
			target = SWE
			modifier = accepted_GER_communications_request
		}
		clr_country_flag = GER_want_communications
	} {
		limit = {
			has_country_flag = GER_want_military_access
		}
		add_opinion_modifier = {
			target = SWE
			modifier = accepted_GER_military_access_request
		}
		clr_country_flag = GER_want_military_access
	}
}
### Entity: Idea
Component: MPL_arab_revolt_2
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_arab_revolt_2 = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = raj_marginalized_muslim_community_happy
	modifier = {
		consumer_goods_factor = 0.2
		production_speed_buildings_factor = -0.1
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_government_in_exile
Constructs: prerequisite, completion_reward, is_government_in_exile
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_government_in_exile
	icon = GFX_focus_generic_government_in_exile
	prerequisite = {
		focus = BEL_unfit_to_reign
	}
	relative_position_id = BEL_unfit_to_reign
	x = -1
	y = 1
	cost = 5
	available = {
		is_government_in_exile = yes
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_government_in_exile_tt
	}
}
### Entity: AI Strategy
Component: SIA_historical
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/SIA_historical_strategy_plan.txt

Code:
SIA_historical = {
	name = Siam historical plan
	desc = 
	allowed = {
		original_tag = SIA
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = SIA_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = SIA_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = SIA_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		SIA_the_greater_thai_empire SIA_new_territories_administration SIA_the_khana_ratsadon SIA_for_the_preservation_of_siamese_independence SIA_shuffle_pridi_to_the_minister_of_interior SIA_thammasat_university SIA_military_academies_indoctrination SIA_hold_military_parades SIA_sideline_disloyal_officers SIA_the_army_of_siam SIA_intermediate_war_preparation SIA_industrialization_drive SIA_revision_of_unequal_treaties SIA_thai_rice_company SIA_diversity_foreign_reserves SIA_contingency_funds SIA_all_weather_roads SIA_reduction_of_agricultural_yield_taxes SIA_sell_privy_purse_lands SIA_a_fledgling_tobacco_industry SIA_drum_up_irredentism SIA_siam_cement_group SIA_boon_rawd_brewery SIA_revise_the_taxation_system SIA_increase_rice_exports SIA_direct_funds_from_the_military_towards_development SIA_prepare_northern_infrastructure_for_war SIA_phibuns_premiership SIA_look_to_european_fascism SIA_the_songsuradet_rebellion SIA_expand_domestic_arms_workshops SIA_siamese_youth_movement SIA_territorial_defense_student SIA_pan_thaiism SIA_domestic_arms_industry SIA_crack_down_of_foreign_merchants SIA_royal_thai_ordnance_factory SIA_increase_rice_exports SIA_prepare_for_the_next_blockade SIA_war_material_substitutions SIA_recover_indochina SIA_census_the_hill_tribes
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Modifier Reference
Component: JAP_imperial_influence_communist_dm
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_imperial_influence_communist_dm = {
	icon = GFX_idea_JAP_imperial_influence_communist
	enable = {
		always = yes
	}
	remove_trigger = {

	}
	custom_modifier_tooltip = JAP_imperial_influence_dm_tt
}
### Entity: Idea
Component: EAI_DD_1/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Component: PRC_probed_border_defenses
Constructs: army_attack_factor, remove_trigger, breakthrough_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_probed_border_defenses = {
	icon = GFX_modifiers_BEL_eben_emael_raided
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			ROOT = {
				controller = {
					original_tag = PRC
				}
			}
			PRC = {
				exists = no
			}
		}
	}
	breakthrough_factor = 0.05
	army_attack_factor = 0.05
}
### Entity: AI Strategy
Component: CHI_sea_wang_jingwei_historical_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CHI_sea_alternative_strategy_plan.txt

Code:
CHI_sea_wang_jingwei_historical_plan = {
	name = Wang Jingwei Plan
	desc = 
	allowed = {
		original_tag = CHI
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = CHI_AI_RANDOM_WANG_JINGWEI
			has_game_rule = {
				rule = CHI_ai_behavior
				option = WANG_JINGWEI_SEA
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CHI_expand_academica_sinica CHI_victory_over_the_invaders CHI_start_looking_outwards CHI_empower_the_mtac CHI_dang_guo CHI_prepare_for_a_change_in_leadership CHI_avoid_another_crisis CHI_lay_the_foundation_for_a_united_china CHI_promote_the_national_currency CHI_the_three_year_plan CHI_extend_compulsory_education CHI_institute_a_national_registry_of_property CHI_look_for_allies CHI_take_control_of_the_executive_yuan CHI_our_people_in_the_legislative CHI_close_whampoa CHI_affirm_civilian_primacy CHI_impair_the_control_yuan CHI_infiltrate_the_examination_yuan CHI_extend_jurisdiction_to_the_provinces CHI_the_freedom_to_abject CHI_appoint_sympathetic_judges CHI_expropriate_industrialists CHI_a_functioning_bureaucracy_first CHI_clear_out_sycophants CHI_proclaim_a_new_chapter CHI_negotiate_the_nine_powers_treaty CHI_redistribute_land CHI_fund_the_plan_domestically CHI_send_the_urban_students_to_the_countryside CHI_introduce_income_tax CHI_maintain_adequate_currency_reserves CHI_initiate_the_gung_ho_movement CHI_finance_cooperatives CHI_administer_cooperatives CHI_empower_those_that_have_lost CHI_monopolise_resource_extraction CHI_develop_the_chemical_industry CHI_decree_the_end_to_corruption CHI_import_fertilisers CHI_central_steel_and_machine_works CHI_military_affairs_commission_sea CHI_protracted_warfare CHI_formalize_field_promotions CHI_crackdown_on_corruption_in_recruitment CHI_rely_on_locals CHI_reorganise_the_train
	}
	research = {
		industry = 15.0
		infantry_tech = 50.0
		artillery = 8.0
		support_tech = 6.5
		naval_equipment = 0.25
	}
	ideas = {
		CHI_zhang_qun = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: SAF_emergency_workers
Constructs: removal_cost
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_emergency_workers = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		production_speed_industrial_complex_factor = 0.07
		production_speed_arms_factory_factor = 0.07
		production_speed_infrastructure_factor = 0.07
	}
}
### Entity: Faction
Component: joining_rule_china_only
Constructs: is_core_of, has_chinese_capital_state_tt
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_china_only = {
	type = joining_rules
	visible = {
		capital_scope = {
			OR = {
				is_core_of = CHI PRC
			}
		}
	}
	can_remove = {
		faction_manifest_fulfillment = > 0.95
	}
	ai_will_do = {
		base = 0
	}
	modifier = {
		army_core_defence_factor = 0.05
	}
	trigger = {
		custom_trigger_tooltip = {
			tooltip = has_chinese_capital_state_tt
			capital_scope = {
				OR = {
					is_core_of = CHI PRC
				}
			}
		}
	}
}
### Entity: Idea
Component: GRE_astilleros_onassis
Constructs: has_dlc, has_country_leader, has_idea, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_astilleros_onassis = {
	picture = gre_astilleros_onassis
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		OR = {
			has_country_leader = {
				character = GRE_aristotle_onassis
				ruling_only = yes
			}
			has_idea = GRE_aristotle_onassis
		}
	}
	cost = 75
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_reorganize_the_arsenals
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_reorganize_the_arsenals
	prerequisite = {
		focus = VNZ_reorient_towards_land_artillery
	}
	icon = GFX_goal_proving_grounds
	x = 1
	y = 1
	relative_position_id = VNZ_reorient_towards_land_artillery
	cost = 10
	ai_will_do = {
		factor = 3
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.82
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.82
	title = bftb_bulgaria_factions.82.t
	desc = bftb_bulgaria_factions.82.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.82.a
		BUL_nsm_medium_loyalty_decrease_effect = yes
		add_stability = -0.1
	}
}
### Entity: Idea
Component: SOM_acd2
Source: game
File: common/ideas/somalia.txt

Code:
SOM_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = SOM
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: ETH_communist_international_brigades
Constructs: has_government
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_communist_international_brigades = {
	picture = SPR_international_brigades
	allowed = {
		original_tag = ETH
		has_government = communism
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		weekly_manpower = 1000
	}
}
### Entity: Scripted Trigger
Component: EAI_mine_sweeper_tech_focus
Constructs: has_country_flag, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_mine_sweeper_tech_focus = {
	has_country_flag = EAI_enemy_mines_on_our_coasts_critical
	check_variable = {
		EAI_num_surface_ships = > 50
	}
}