Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_greece.100
Constructs: is_triggered_only, limit, has_country_flag, random_list
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.100
	is_triggered_only = yes
	hidden = yes
	immediate = {
		if = {
			limit = {
				NOT = {
					AND = {
						has_country_flag = GRE_monarchist_civil_war_communist_republican_alliance GRE_monarchist_civil_war_factory_raided GRE_monarchist_civil_war_generals_returned GRE_monarchist_civil_war_riots
					}
				}
			}
			random_list = {
				20 = {
					modifier = {
						OR = {
							has_country_flag = GRE_monarchist_civil_war_communist_republican_alliance GRE_monarchist_civil_war
						}
						factor = 0
					}
					country_event = {
						id = bftb_greece.101
						days = 7
						random = 30
					}
				} {
					modifier = {
						OR = {
							has_country_flag = GRE_monarchist_civil_war_factory_raided GRE_monarchist_civil_war
						}
						factor = 0
					}
					country_event = {
						id = bftb_greece.102
						days = 7
						random = 30
					}
				} {
					modifier = {
						OR = {
							has_country_flag = GRE_monarchist_civil_war_generals_returned GRE_monarchist_civil_war
						}
						factor = 0
					}
					country_event = {
						id = bftb_greece.103
						days = 7
						random = 30
					}
				} {
					modifier = {
						OR = {
							has_country_flag = GRE_monarchist_civil_war_riots GRE_monarchist_civil_war
						}
						factor = 0
					}
					country_event = {
						id = bftb_greece.104
						days = 7
						random = 30
					}
				}
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_country_flag = GRE_monarchist_civil_war
				}
			}
			country_event = {
				id = bftb_greece.105
				days = 14
			}
		}
	}
}
### Entity: Event
Component: INS_volksraad_events.11
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.11
	title = INS_volksraad_events.11.t
	desc = INS_volksraad_events.11.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.11.a
		ai_chance = {
			base = 10
		}
		indonesia_volksraad_allow_language_in_schools_effect = yes
	}
}
### Entity: Character
Component: ANG_communist_guy
Constructs: has_government
Source: game
File: common/characters/ANG.txt

Code:
ANG_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ANG_communist_guy
		allowed = {
			original_tag = ANG
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_mil_tech_coop_with_germany
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_mil_tech_coop_with_germany
	icon = GFX_focus_BRA_acquire_german_tanks
	x = 0
	y = 1
	relative_position_id = JAP_sea_tripartite_pact
	prerequisite = {
		focus = JAP_sea_tripartite_pact
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		GER = {
			has_government = ROOT
		}
		NOT = {
			has_war_with = GER
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = JAP_german_rocketry
			bonus = 0.5
			uses = 1
			category = rocketry
		} {
			name = JAP_sea_mil_tech_coop_with_germany
			bonus = 0.5
			uses = 1
			category = armor
		} {
			name = JAP_sea_mil_tech_coop_with_germany
			bonus = 0.5
			uses = 1
			category = cat_mechanized_equipment
		} {
			name = JAP_sea_mil_tech_coop_with_germany
			bonus = 0.25
			uses = 1
			category = air_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = JAP_german_tech_exchange
		every_country_with_original_tag = {
			original_tag_to_check = GER
			limit = {
				has_government = fascism
			}
			add_to_tech_sharing_group = JAP_german_rocketry
			ROOT = {
				add_to_tech_sharing_group = JAP_german_rocketry
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_4
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_4 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_4
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_flame_chassis
		value = 1
	}
}
### Entity: Character
Component: KUW_ai2
Source: game
File: common/characters/KUW.txt

Code:
KUW_ai2 = {
	advisor = {
		slot = high_command
		idea_token = KUW_ai2
		ledger = army
		allowed = {
			original_tag = KUW
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_3
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_transformation_of_nature_alt
Constructs: prerequisite, add_ideas, has_government, completion_reward, allow_branch
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_transformation_of_nature_alt
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = SOV_fourth_five_year_plan
	} {
		focus = SOV_national_academies_of_sciences
	}
	x = 2
	y = 0
	relative_position_id = SOV_no_time_for_peace
	cost = 10
	allow_branch = {
		NOT = {
			has_government = communism
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = SOV_transformation_of_nature
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_coastal_forts
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, add_building_construction
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_coastal_forts
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = CHI_the_4_defence_areas
	}
	x = 1
	y = 1
	relative_position_id = CHI_the_4_defence_areas
	cost = 5
	available = {
		OR = {
			608 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			743 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			613 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			596 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			595 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			592 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			598 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_coastal_forts
			bonus = 0.75
			uses = 1
			category = cat_fortification
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				608 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			608 = {
				add_building_construction = {
					type = bunker
					level = 2
					province = {
						id = 9843 11761 10068
					}
					instant_build = yes
				}
			}
		} {
			limit = {
				743 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			743 = {
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = {
						id = 10000
					}
					instant_build = yes
				}
			}
		} {
			limit = {
				613 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			613 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = {
						id = 7014 12052 12076
					}
					instant_build = yes
				}
			}
		} {
			limit = {
				596 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			596 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = {
						id = 7191 9974
					}
					instant_build = yes
				}
			}
		} {
			limit = {
				595 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			595 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = {
						id = 4196
					}
					instant_build = yes
				}
			}
		} {
			limit = {
				592 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
	
# ... (truncated)
### Entity: Decision
Component: MEN_mongol_banner_category
Constructs: division_template, has_war, limit, has_country_flag, add_stability, fire_only_once, has_dlc, check_variable
Source: game
File: common/decisions/MEN.txt

Code:
MEN_mongol_banner_category = {
	MEN_expand_banner_recruitment = {
		icon = GFX_decision_generic_reorganize_irregulars
		allowed = {
			original_tag = MEN
			has_dlc = No Compromise, No Surrender
		}
		available = {
			check_variable = {
				MEN_levy_cap = < MEN_levy_cap_max
			}
			custom_trigger_tooltip = {
				tooltip = MEN_expand_banners_tt
				check_variable = {
					MEN_levy_cap = < MEN_levy_cap_max
				}
			}
			has_war = no
			NOT = {
				has_country_flag = MEN_raise_banners_active
			}
			has_capitulated = no
		}
		visible = {

		}
		custom_cost_trigger = {
			command_power = > 14.9
		}
		custom_cost_text = AFG_decision_cost_quami
		ai_will_do = {
			base = 10
		}
		fire_only_once = no
		days_remove = 56
		complete_effect = {
			add_command_power = -15
		}
		remove_effect = {
			custom_effect_tooltip = MEN_expand_banners_tt_2
			hidden_effect = {
				add_to_variable = {
					MEN_levy_cap = 1
				}
				clamp_variable = {
					var = MEN_levy_cap
					min = MEN_levy_cap_min
					max = MEN_levy_cap_max
				}
				set_division_template_cap = {
					division_template = Mongol Levy
					division_cap = MEN_levy_cap
				}
			}
		}
	}
	MEN_raise_the_banners = {
		icon = GFX_decision_generic_prepare_civil_war
		allowed = {
			original_tag = MEN
			has_dlc = No Compromise, No Surrender
		}
		available = {
			OR = {
				has_defensive_war = yes
				AND = {
					has_war_support = > 0.45
					has_offensive_war = yes
				}
			}
			NOT = {
				has_country_flag = MEN_raise_banners_active
			}
			has_civil_war = no
			has_capitulated = no
		}
		visible = {

		}
		cost = 75
		ai_will_do = {
			base = 250
		}
		fire_only_once = no
		days_remove = 14
		remove_effect = {
			set_country_flag = MEN_raise_banners_active
			custom_effect_tooltip = MEN_raise_banners_tt
			add_stability = -0.1
			set_variable = {
				deployed_divs = 0
			}
			while_loop_effect = {
				limit = {
					check_variable = {
						deployed_divs = < MEN_levy_cap
					}
				}
				add_to_variable = {
					deployed_divs = 1
				}
				capital_scope = {
					create_unit = {
						division = division_template ="Mongol Levy" start_experience_factor = 0.4 start_equipment_factor = 1.0
						owner = MEN
						count = 1
						prioritize_location = 10397
					}
				}
			}
		}
	}
	MEN_demobilize_the_banners = {
		icon = GFX_decision_SWI_dismiss_council
		allowed = {
			original_tag = MEN
			has_dlc = No Compromise, No
# ... (truncated)
### Entity: Country History
Country: DJI
Component: DJI_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/DJI - Djibouti.txt

Code:
# Misc for DJI
capital = 268
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		tech_trucks = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: GRE_venerate_the_ancient_hellenes_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_venerate_the_ancient_hellenes_2 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_venerate_the_ancient_hellenes_hoplite
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		army_core_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_worldstage_1
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_worldstage_1
	icon = GFX_focus_generic_join_comintern
	ai_will_do = {
		factor = 2
	}
	relative_position_id = MAL_worldstage
	x = -3
	y = 1
	prerequisite = {
		focus = MAL_worldstage
	}
	available = {
		has_government = communism
		INS = {
			is_subject = yes
			NOT = {
				has_government = communism
			}
		}
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		INS = {
			add_ideas = MAL_communist_support_idea
		}
	}
}
### Entity: Character
Component: PRC_liu_shaoqi
Constructs: has_dlc, has_character_flag
Source: game
File: common/characters/PRC.txt

Code:
PRC_liu_shaoqi = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_liu_shaoqi
		portraits = {
			civilian = {
				small = GFX_idea_PRC_liu_shaoqi
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_liu_shaoqi
			allowed = {
				original_tag = PRC
			}
			visible = {
				NOT = {
					has_character_flag = PRC_dismissed_advisor
				}
			}
			traits = {
				PRC_labor_rights_advocate
			}
			ai_will_do = {
				base = 3
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_liu_shaoqi
		portraits = {
			civilian = {
				small = GFX_idea_PRC_liu_shaoqi
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_liu_shaoqi
			allowed = {
				original_tag = PRC
			}
			traits = {
				silent_workhorse
			}
		}
	}
}
### Entity: Order of Battle
Component: Los Caballos de Venezuela
Constructs: division_template
Source: game
File: history/units/VEN_1936.txt

Code:
division = {
	name = Los Caballos de Venezuela
	location = 8113
	division_template = División de Caballería
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_restore_the_hetmanate
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, add_popularity, add_timed_idea
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_restore_the_hetmanate
	icon = GFX_focus_POL_cossack_king
	prerequisite = {
		focus = UKR_empower_the_head_of_state
	}
	relative_position_id = UKR_empower_the_head_of_state
	mutually_exclusive = {
		focus = UKR_we_were_born_in_a_great_hour
	}
	x = -3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			OR = {
				has_government = neutrality
				OVERLORD = {
					has_government = neutrality
				}
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		country_event = ukraine.10
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: PRC_supreme_chairman_4
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_supreme_chairman_4 = {
	random = no
	political_power_factor = 0.05
	production_speed_arms_factory_factor = 0.1
	industrial_capacity_factory = 0.025
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_poland_alliance_monarchist
Constructs: has_completed_focus, prerequisite, has_war, completion_reward, has_game_rule, is_ai, is_subject, is_in_faction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_poland_alliance_monarchist
	icon = GFX_focus_generic_befriend_poland
	prerequisite = {
		focus = CZE_claim_lands_of_the_bohemian_crown CZE_aggressive_foreign_policy
	}
	mutually_exclusive = {
		focus = CZE_demand_katowice
	}
	cost = 5
	relative_position_id = CZE_claim_lands_of_the_bohemian_crown
	x = 3
	y = 1
	offset = {
		x = -5
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_unify_the_fascist_parties
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			POL = {
				is_ai = no
			}
		}
	}
	available = {
		is_subject = no
		has_war = no
		POL = {
			exists = yes
			is_subject = no
			is_in_faction = no
			has_war = no
		}
	}
	bypass = {
		OR = {
			POL = {
				is_ally_with = ROOT
			}
			AND = {
				AND = {
					has_guaranteed = POL
					is_guaranteed_by = POL
				}
			}
		}
	}
	completion_reward = {
		POL = {
			country_event = MUN_czech.1006
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_a_vast_army
Constructs: shared_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_a_vast_army
	icon = GFX_focus_generic_commonwealth_build_infantry
	prerequisite = {
		focus = KMT_strengthen_the_high_command
	}
	mutually_exclusive = {
		focus = KMT_an_auxuliary_army
	}
	available = {

	}
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MANPOWER
	}
	relative_position_id = KMT_strengthen_the_high_command
	completion_reward = {
		swap_ideas = {
			remove_idea = KMT_chinese_army
			add_idea = KMT_vast_army
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_reassert_american_dominance
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_reassert_american_dominance
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_will_to_empire
	}
	icon = GFX_goal_generic_political_pressure
	x = 1
	y = 2
	relative_position_id = SPA_the_will_to_empire
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPA_reassert_american_dominance_tt
	}
}
### Entity: Order of Battle
Component: 1a Raggruppamento Celere
Constructs: division_template
Source: game
File: history/units/ITA_1939.txt

Code:
division = {
	name = 1a Raggruppamento Celere
	location = 770
	division_template = Raggruppamento Celere
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: CZE_nationalized_key_industries
Constructs: has_government, production_speed_buildings_factor
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_nationalized_key_industries = {
	picture = man_five_year_plan_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		consumer_goods_factor = 0.05
		production_speed_buildings_factor = 0.05
		local_resources_factor = 0.2
	}
}
### Entity: Military Industrial Organization
Component: PHI_taller_bisayas_de_strachan_and_macmurray_organiztion
Source: game
File: common/military_industrial_organization/organizations/r56_PHI_organization.txt

Code:
PHI_taller_bisayas_de_strachan_and_macmurray_organiztion = {
	name = Taller Bisayas de Strachan and MacMurray
	include = generic_mobile_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		tag = PHI
	}
}
### Entity: Name List
Component: PLU
Source: game
File: common/names/00_names.txt

Code:
PLU = {
	male = {
		names = {
			Akamu Aloha Alohilani Analu Aolani Aulani Aulii Feleti Inoke Iolani Ipo Iwalani Kai Kaili Kaipo Kalani Kale Kalei Kapena Kapono Keahi Kealii Keani Keanu Keiki Kelii Keon Keoni Kimo Konala Liko Loe Lulani Makaio Makani Malo Mauli Mele Moke Nalani Oke Palani Pekelo
		}
	}
	female = {
		names = {
			Alamea Alaula Alika Elikapeka Halia Iokina Iolana Kailani Kalea Kamaile Kamea Kanoa Kawena Keala Keola Keona Kiele Kina Kinipela Konane Lahela Lanai Lani Leiko Leilani Liliha Lilo Luana Mahina Maile Makana Makelina Malana Maleah Malia Mana Miliani Moana Nalanie Napua Noelani Nohealani Okalani Onaona Palila Pilialoha Ulani
		}
	}
	surnames = {
		Aalona Ahulani Ainalani Akeakamai Alani Aluala Alealani Alohilani Anakalia Anuenue 'Ehukai 'Ewalani Ha'aheo Heleakala Hanalei Hanohano Hau'oli Hi'iaka Ho'okano Hualani Ikepela Ka'aukai Kahananui Kaheleha Kaikea Kainalu Kalauokalani Kaleoikaika Kamehu Kameha'o Kamehameha Kawaiola Kehaulani Kelupaina Keonoana Lanakila Lehuanani Lokelani Lono Makaleka Makikonu Mauna Momilani Nohealani Polola Sanoe Ualani Uluwehi Wailani Waipuna
	}
	callsigns = {

	}
}
### Entity: Character
Component: YUG_bogoljub_ilic
Source: game
File: common/characters/YUG.txt

Code:
YUG_bogoljub_ilic = {
	advisor = {
		slot = navy_chief
		idea_token = YUG_bogoljub_ilic
		allowed = {
			original_tag = YUG
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = YUG_bogoljub_ilic
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Decision
Component: PHI_convoys_for_infrastructure_decision_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/PHI_decision_categories.txt

Code:
PHI_convoys_for_infrastructure_decision_cat = {
	icon = GFX_decision_category_generic_trade
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	visible = {
		has_completed_focus = PHI_mindanao_transport
	}
	on_map_area = {
		targets = {
			624 626 625 628 1025
		}
		name = PHI_convoys_for_infastructure_decision
		zoom = 350
	}
	priority = 9
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_regional_agrarian_commissions
Constructs: prerequisite, limit, add_ideas, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_regional_agrarian_commissions
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_a_one_party_state
	}
	icon = GFX_goal_generic_consumer_goods
	x = -1
	y = 1
	relative_position_id = SPA_a_one_party_state
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_regional_agrarian_commissions_1civ
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = SPA_regional_agrarian_commissions
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_regional_agrarian_commissions_1civ
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_regional_agrarian_commissions_1civ
				}
			}
			set_state_flag = SPA_regional_agrarian_commissions_1civ
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: SHX_wang_li_sun
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_wang_li_sun = {
	name = SHX_wang_li_sun
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SHX_wang_li_sun
		ledger = air
		allowed = {
			original_tag = SHX
		}
		traits = {
			air_warfare_theorist
		}
	}
}