Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pol_focus
Component: POL_sudeten_mountaineers
Constructs: has_completed_focus, division_template, prerequisite, limit, completion_reward, random_owned_controlled_state, has_full_control_of_state, create_unit
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_sudeten_mountaineers
	icon = GFX_focus_GRE_a_land_of_mountains
	prerequisite = {
		focus = POL_plan_west
	}
	x = 1
	y = 2
	relative_position_id = POL_plan_west
	cost = 10
	available = {
		NOT = {
			has_completed_focus = POL_complete_plan_west
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		division_template = {
			name = Dywizja Karpacka
			priority = 1
			division_names_group = POL_MNT_01
			regiments = {
				mountaineers = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				88
			}
			limit = {
				PREV = {
					has_full_control_of_state = PREV
				}
			}
			create_unit = {
				division = name = "Dywizja Karpaty" division_template = "Dywizja Karpacka" start_experience_factor = 1.0
				owner = PREV
			} {
				division = name = "Dywizja Karpaty" division_template = "Dywizja Karpacka" start_experience_factor = 1.0
				owner = PREV
			} {
				division = name = "Dywizja Karpaty" division_template = "Dywizja Karpacka" start_experience_factor = 1.0
				owner = PREV
			} {
				division = name = "Dywizja Karpaty" division_template = "Dywizja Karpacka" start_experience_factor = 1.0
				owner = PREV
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_australian_womens_army_service
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_australian_womens_army_service
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = AST_hmas_assault
	}
	x = -1
	y = 3
	relative_position_id = AST_additional_militia_training
	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_MANPOWER
	}
	completion_reward = {
		add_ideas = AST_australian_womens_army_service
	}
}
### Entity: Modifier Reference
Component: XIC_three_principles_of_the_nation
Constructs: research_speed_factor, has_government, army_attack_factor, remove_trigger, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
XIC_three_principles_of_the_nation = {
	remove_trigger = {
		NOT = {
			has_government = fascism
		}
	}
	enable = {
		always = yes
	}
	icon = GFX_idea_EST_vaps_3
	political_power_factor = XIC_tp_pp
	conscription_factor = XIC_tp_rp
	command_power_gain_mult = XIC_tp_cp
	army_attack_factor = XIC_tp_aa
	army_core_attack_factor = XIC_tp_ca
	army_core_defence_factor = XIC_tp_cd
	research_speed_factor = XIC_tp_rs
	local_resources_factor = XIC_tp_re
}
### Entity: Scripted Effect
Component: PER_hassan_pakravan_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/PER_scripted_effects.txt

Code:
PER_hassan_pakravan_operative = {
	create_operative_leader = {
		name = Hassan Pakravan
		GFX = GFX_portrait_arabia_generic_operative_male_1
		traits = {
			operative_tough operative_demolition_expert
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			PER
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_sanatani
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_sanatani
	icon = GFX_focus_generic_spread_fascism
	prerequisite = {
		focus = RAJ_hindutva
	}
	x = -2
	y = 1
	relative_position_id = RAJ_hindutva
	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_POLITICAL
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_modern_pirate_navy
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_modern_pirate_navy
	icon = GFX_focus_generic_navy_battleship2
	relative_position_id = VEN_caribbean_naval_hub
	x = 3
	y = 2
	cost = 10
	prerequisite = {
		focus = VEN_legacy_of_piracy
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_modern_pirate_navy
			ahead_reduction = 0.5
			bonus = 1
			uses = 1
			category = cv_tech
		} {
			name = VEN_modern_pirate_navy
			ahead_reduction = 0.5
			bonus = 1
			uses = 1
			category = bb_tech
		}
	}
}
### Entity: Event
Component: south_american_news.13
Constructs: is_triggered_only
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.13
	title = south_american_news.13.t
	desc = south_american_news.13.d
	picture = GFX_news_event_CHL_chillan_earthquake
	major = yes
	is_triggered_only = yes
	option = {
		name = south_american_news.13.a
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_attack_turkey
Constructs: prerequisite, has_war_with, completion_reward, is_neighbor_of, has_army_manpower, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_attack_turkey
	icon = GFX_focus_TUR_misak_i_milli
	prerequisite = {
		focus = SAU_destabilize_the_east
	}
	relative_position_id = SAU_destabilize_the_east
	bypass = {
		OR = {
			has_war_with = TUR
			NOT = {
				country_exists = TUR
			}
		}
	}
	will_lead_to_war_with = TUR
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			is_neighbor_of = TUR
			has_army_manpower = {
				size = > 149999
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = TUR
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: ideological_groupie
Source: game
File: common/country_leader/00_traits.txt

Code:
ideological_groupie = {
	random = no
	sprite = 13
	opinion_gain_monthly_same_ideology_factor = 0.05
	ai_will_do = {
		factor = 0.2
	}
}
### Entity: AI Strategy
Component: EAI_filler_destroyer
Constructs: has_country_flag, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_destroyer_role.txt

Code:
EAI_filler_destroyer = {
	category = naval
	roles = {
		naval_screen
	}
	priority = {
		base = 0
		modifier = {
			add = 9000
			has_country_flag = EAI_more_screens_required_for_fleets
		}
	}
	BASIC_DESTROYER_FILLER = {
		role_icon_index = 2
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_light
			}
		}
		target_variant = {
			type = ship_hull_light_2
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = {
					module = light_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = empty
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = empty
				rear_1_custom_slot = empty
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_medium_tank_destroyer
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/EAI_armor_medium_tank.txt

Code:
EAI_medium_tank_destroyer = {
	category = land
	roles = {
		land_medium_tank_destroyer
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_medium_armor_td_design_focus = yes
			NOT = {
				EAI_medium_armor_design_priority = yes
				EAI_medium_armor_tank_design_priority = yes
			}
		}
	}
	BASIC_MEDIUM_TANK_TD = {
		enable = {
			has_tech = basic_medium_tank_chassis interwar_antitank
			NOT = {
				has_tech = improved_medium_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = medium_tank_destroyer_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_high_velocity_cannon_2 tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = sloped_armor
				special_type_slot_2 = squeezebore_adaptor
				special_type_slot_3 = armor_skirts
				special_type_slot_4 = easy_maintenance
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = 14
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	IMPROVED_MEDIUM_TANK_TD = {
		enable = {
			has_tech = improved_medium_tank_chassis interwar_antitank
			NOT = {
				has_tech = advanced_medium_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = medium_tank_destroyer_chassis_2
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_high_velocity_cannon_2 tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = sloped_armor
				special_type_slot_2 = squeezebore_adaptor
				special_type_slot_3 = armor_skirts
				special_type_slot_4 = easy_maintenance
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = 14
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	ADVANCED_MEDIUM_TANK_TD = {
		enable = {
			has_tech = advanced_medium_tank_chassis interwar_antitank
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = medium_tank_destroyer_
# ... (truncated)
### Entity: Unit Template
Component: ITA_COLONIES
Source: game
File: common/units/names_ships/ITA_ship_names.txt

Code:
ITA_COLONIES = {
	name = NAME_THEME_COLONIES
	for_countries = {
		ITA
	}
	type = ship
	prefix = RN 
	unique = {
		Egeo Rodi Tripoli Tobruk Bengasi Mogadiscio Massaua Somalia Eritrea Abissinia Asmara Biscia Kismaayo Addis Abeba
	}
}
### Entity: National Focus
Component: wuw_HUN_a_declaration_of_intentions
Constructs: has_completed_focus, prerequisite, completion_reward, has_game_rule, is_subject, has_war_support, cancel_if_invalid, add_threat
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_a_declaration_of_intentions
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = wuw_HUN_a_unifying_heritage wuw_HUN_the_legacy_of_arpad_andrew_and_matthias
	}
	x = -2
	y = 2
	relative_position_id = wuw_HUN_a_unifying_heritage
	cost = 5
	offset = {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_reinstate_the_pragmatic_sanction
		}
	} {
		x = 2
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_the_old_habsburg_king
		}
	}
	ai_will_do = {
		factor = 20
	}
	available = {
		is_subject = no
		has_war_support = > 0.79
	}
	bypass = {
		wuw_HUN_does_not_have_trianon = yes
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_threat = 2
		custom_effect_tooltip = generic_skip_one_line_tt
		HUN_remove_trianon_effect = yes
		news_event = {
			id = news.298
			days = 1
		}
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_venerate_the_craftsman
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_venerate_the_craftsman
	icon = GFX_goal_generic_production
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_aid_small_businesses
	}
	relative_position_id = VIC_aid_small_businesses
	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_INDUSTRY
	}
	completion_reward = {
		add_ideas = {
			FRA_venerate_the_craftsman
		}
	}
}
### Entity: Scripted Trigger
Component: is_nordic_country
Constructs: is_nordic_country
Source: game
File: common/scripted_triggers/r56_danish_scripted_trigger.txt

Code:
is_nordic_country = {
	custom_trigger_tooltip = {
		tooltip = den_is_nordic_tt
		OR = {
			tag = NOR SWE FIN KAR AHV SMI ICE GRN
		}
	}
}
### Entity: Event
Component: SEA_japan.1
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, fire_only_once, is_historical_focus_on, has_game_rule, retire_character
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan.1
	title = SEA_japan.1.t
	desc = SEA_japan.1.desc
	picture = GFX_report_event_JAP_kodoha_coup_attempt_preparation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan.1.a
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = JAP_ai_behavior
							option = DEFAULT
						}
					}
					has_game_rule = {
						rule = JAP_ai_behavior
						option = FASCIST
					}
					has_country_flag = JAP_AI_RANDOM_FASCIST
				}
			}
		}
		custom_effect_tooltip = JAP_kodoha_coup_will_fail_historically_tt generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_country_flag = JAP_korekiyo_protected_flag
				}
			}
			retire_character = JAP_takahashi_korekiyo
			set_country_flag = JAP_takahashi_korekiyo_was_killed
		} {
			limit = {
				NOT = {
					has_country_flag = JAP_watanabe_protected_flag
				}
			}
			retire_character = JAP_jotaro_watanabe
			set_country_flag = JAP_jotaro_watanabe_was_killed
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
				OR = {
					has_country_flag = JAP_watanabe_protected_flag JAP_korekiyo_protected_flag
				}
			}
			retire_character = JAP_saionji_kinmochi
		}
		complete_national_focus = JAP_sea_purge_the_kodoha_faction
		hidden_effect = {
			set_country_flag = JAP_aizawas_trial_over_flag
		}
	} {
		name = SEA_japan.1.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				OR = {
					has_country_flag = JAP_AI_RANDOM_NEUTRALITY
					has_game_rule = {
						rule = JAP_ai_behavior
						option = NEUTRALITY
					}
				}
			}
		}
		custom_effect_tooltip = JAP_kodoha_coup_will_succeed_tt generic_skip_one_line_tt
		retire_character = JAP_takahashi_korekiyo JAP_jotaro_watanabe
		set_country_flag = JAP_takahashi_korekiyo_was_killed JAP_jotaro_watanabe_was_killed
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			retire_character = JAP_saionji_kinmochi
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			IF = {
				limit = {
					has_country_leader = {
						ruling_only = yes
						character = JAP_keisuke_okada
					}
				}
				kill_country_leader = yes
			}
			add_country_leader_role = {
				character = JAP_jinzaburo_masaki
				promote_leader = yes
				country_leader = {
					ideology = japan_militarism_ideology
					expire = 195
# ... (truncated)
### Entity: Character
Component: FIN_lauri_tiainen
Source: game
File: common/characters/FIN.txt

Code:
FIN_lauri_tiainen = {
	name = FIN_lauri_tiainen
	portraits = {
		army = {
			small = GFX_portrait_FIN_lauri_tiainen_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = FIN_lauri_tiainen
		ledger = army
		allowed = {
			original_tag = FIN
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: State History
Component: 608
Constructs: limit, add_core_of, has_dlc
Source: game
File: history/states/608-Beijing.txt

Code:
state = {
	id = 608
	name = STATE_608
	manpower = 9648400
	state_category = large_city
	history = {
		owner = CHI
		add_core_of = CHI PRC
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = HBC
				add_core_of = HBC
			}
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			air_base = 3
			9843 = {
				landmark_forbidden_city = {
					level = 1
					allowed = {
						has_dlc = No Compromise, No Surrender
					}
				}
			}
			10068 = {
				naval_base = 2
			}
		}
		victory_points = {
			9843 20
		} {
			10068 2
		} {
			12026 1
		}
		1938.10.25 = {
			owner = CHI
			controller = JAP
		}
	}
	provinces = {
		1134 4137 4140 6828 9843 9969 10068 11761 12026
	}
	local_supplies = 0.0
}
### Entity: Modifier Reference
Construct: female_random_country_leader_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## female_random_country_leader_chance

* Number with 0 decimal places
* **Categories**: country
### Entity: National Focus
Tree: raj_focus
Component: RAJ_screening_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_screening_effort
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = RAJ_royal_indian_navy
	}
	x = 0
	y = 2
	relative_position_id = RAJ_expand_mazagon_dock
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_screening_effort
			bonus = 1.5
			uses = 1
			category = dd_tech ca_tech
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_SECTOR_score_trend
Constructs: limit, has_country_flag, set_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_SECTOR_effects.txt

Code:
EAI_MILITARY_SECTOR_score_trend = {
	if = {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = EAI_MILITARY_SECTOR_score_trend _trend=[?_score_trend]
	} {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = EAI_MILITARY_SECTOR_score_trend score_=[?score_]
	}
	set_temp_variable = {
		_val_ = _score_trend
	} {
		_min = 0
	} {
		_max = 0.1
	} {
		_scale = _score_scale
	} {
		score_ = _val_
	}
	EAI_MATH_abs = yes
	EAI_MATH_normalize = yes
	EAI_MATH_scale = yes
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_legalize_the_opium_trade
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_legalize_the_opium_trade
	icon = GFX_focus_RAJ_legalize_the_opium_trade
	prerequisite = {
		focus = RAJ_corporate_expansion
	}
	x = 0
	y = 1
	relative_position_id = RAJ_corporate_expansion
	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_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_RAJ_permit_opium_trade
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: Character
Component: commercial_bank
Source: game
File: common/country_leader/00_traits.txt

Code:
commercial_bank = {
	random = no
	ai_will_do = {
		factor = 1
	}
	consumer_goods_factor = -0.15
	trade_opinion_factor = 0.15
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_south_east_asia_air_command_focus
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, add_building_construction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_south_east_asia_air_command_focus
	prerequisite = {
		focus = hongkong_focus
	}
	icon = GFX_focus_generic_air_bases
	x = 0
	y = 2
	relative_position_id = hongkong_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			326 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			1021 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			1024 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	available_if_capitulated = no
	bypass = {
		NOT = {
			326 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			1021 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			1024 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = ENG_south_east_asia_air_command_focus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				326 = {
					is_controlled_by_ROOT_or_subject = yes
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			326 = {
				add_building_construction = {
					type = air_base
					level = 4
					instant_build = yes
				}
			}
		} {
			limit = {
				1021 = {
					is_controlled_by_ROOT_or_subject = yes
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			1021 = {
				add_building_construction = {
					type = air_base
					level = 4
					instant_build = yes
				}
			}
		} {
			limit = {
				1024 = {
					is_controlled_by_ROOT_or_subject = yes
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			1024 = {
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: WUR_inf
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_inf = {
	ledger = army
	picture = generic_army_europe_1
	allowed = {
		original_tag = WUR
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: naw_norway.151
Constructs: is_triggered_only, ai_chance, set_rule, create_faction_from_template
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.151
	title = naw_norway.151.t
	desc = naw_norway.151.d
	picture = GFX_report_event_haakon_in_minerva_car
	is_triggered_only = yes
	option = {
		name = naw_norway.151.a
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 30
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_generic
			name = NOR_kindred_kingdoms
			icon = GFX_faction_logo_generic_7
		}
	} {
		name = naw_norway.151.b
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 30
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_generic_dominance
			name = NOR_northern_realm
			icon = GFX_faction_logo_generic
		}
	} {
		name = naw_norway.151.c
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 30
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_regional_anti_communist
			name = NOR_nordic_union
			icon = GFX_faction_logo_generic_8
		}
	} {
		name = naw_norway.151.p
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 10
		}
		ROOT = {
			country_event = {
				hours = 0
				id = naw_norway.152
			}
		}
	}
}