Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tib_focus
Component: TIB_rekindle_the_land_suvery_of_1922
Constructs: prerequisite, limit, completion_reward, add_resource, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_rekindle_the_land_suvery_of_1922
	icon = GFX_goal_generic_coal_mining
	prerequisite = {
		focus = TIB_drabshi_lekhoung_power_plant
	}
	relative_position_id = TIB_drabshi_lekhoung_power_plant
	x = 0
	y = 2
	cost = 8
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 322
			}
			add_resource = {
				type = chromium
				amount = 2
				state = 322
			}
		} {
			limit = {
				controls_state = 757
			}
			add_resource = {
				type = tungsten
				amount = 2
				state = 757
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.75
			uses = 1
			category = excavation_tech
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TIB_mondro
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: BRI_stc
Source: game
File: common/characters/BRI.txt

Code:
BRI_stc = {
	advisor = {
		slot = political_advisor
		idea_token = BRI_stc
		allowed = {
			original_tag = BRI
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Character
Component: OCC_acgs
Source: game
File: common/characters/OCC.txt

Code:
OCC_acgs = {
	advisor = {
		slot = air_chief
		idea_token = OCC_acgs
		allowed = {
			original_tag = OCC
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_secure_the_bosporus
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_army_manpower, is_puppet_of, cancel_if_invalid, create_wargoal
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_secure_the_bosporus
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = ROM_secure_greece
	}
	x = -1
	y = 2
	relative_position_id = ROM_puppet_bulgaria
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		TUR = {
			exists = yes
			NOT = {
				has_war_with = ROM
			}
		}
		strength_ratio = {
			tag = TUR
			ratio = > 1.5
		}
		has_army_manpower = {
			size = > 750000
		}
	}
	bypass = {
		TUR = {
			is_puppet_of = ROM
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = TUR
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_anti_air_artillery_research
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_anti_air_artillery_research
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = NOR_norwegian_planes
	} {
		focus = NOR_norges_tekniske_hogskole
	}
	x = -1
	y = 1
	relative_position_id = NOR_norwegian_planes
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = NOR_anti_air_artillery_research
			bonus = 0.75
			uses = 2
			category = cat_anti_air
		}
	}
}
### Entity: Order of Battle
Component: Partisan Brigade II
Constructs: division_template
Source: game
File: history/units/SAF_F_civil_war.txt

Code:
division = {
	name = Partisan Brigade II
	location = 5189
	division_template = Nationalist Partisans
}
### Entity: Unit Template
Component: NEP_CAV_01
Source: game
File: common/units/names_divisions/NEP_names_divisions.txt

Code:
NEP_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		NEP
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dth Royal Nepalese Cavalry Div.
	ordered = {
		1 = {
			%dst Royal Nepalese Cavalry Div.
		}
		2 = {
			%dnd Royal Nepalese Cavalry Div.
		}
		3 = {
			%drd Royal Nepalese Cavalry Div.
		}
		4 = {
			%dth Royal Nepalese Cavalry Div.
		}
		5 = {
			%dth Royal Nepalese Cavalry Div.
		}
		6 = {
			%dth Royal Nepalese Cavalry Div.
		}
		7 = {
			%dth Royal Nepalese Cavalry Div.
		}
		8 = {
			%dth Royal Nepalese Cavalry Div.
		}
		9 = {
			%dth Royal Nepalese Cavalry Div.
		}
		10 = {
			%dth Royal Nepalese Cavalry Div.
		}
		11 = {
			%dth Royal Nepalese Cavalry Div.
		}
		12 = {
			%dth Royal Nepalese Cavalry Div.
		}
		13 = {
			%dth Royal Nepalese Cavalry Div.
		}
		14 = {
			%dth Royal Nepalese Cavalry Div.
		}
		15 = {
			%dth Royal Nepalese Cavalry Div.
		}
		16 = {
			%dth Royal Nepalese Cavalry Div.
		}
		17 = {
			%dth Royal Nepalese Cavalry Div.
		}
		18 = {
			%dth Royal Nepalese Cavalry Div.
		}
		19 = {
			%dth Royal Nepalese Cavalry Div.
		}
		20 = {
			%dth Royal Nepalese Cavalry Div.
		}
		21 = {
			%dst Royal Nepalese Cavalry Div.
		}
		22 = {
			%dnd Royal Nepalese Cavalry Div.
		}
		23 = {
			%drd Royal Nepalese Cavalry Div.
		}
	}
}
### Entity: Character
Component: LIT_zigmas_angarietis
Source: game
File: common/characters/LIT.txt

Code:
LIT_zigmas_angarietis = {
	name = LIT_zigmas_angarietis
	portraits = {
		civilian = {
			large = GFX_portrait_LIT_zigmas_angarietis
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
		traits = {
			devoted_marxist
		}
	}
}
### Entity: Character
Component: QUE_lionel_groulx
Constructs: has_government, is_country_leader
Source: game
File: common/characters/QUE.txt

Code:
QUE_lionel_groulx = {
	name = QUE_lionel_groulx
	portraits = {
		civilian = {
			large = gfx/leaders/QUE/QUE_Lionel_Groulx.dds
			small = gfx/interface/ideas/que/advisors/r56_idea_QUE_lionel_groulx.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_lionel_groulx
		allowed = {
			original_tag = QUE
		}
		available = {
			OR = {
				has_government = fascism neutrality
			}
			is_country_leader = no
		}
		traits = {
			nationalist_intellectual
		}
	}
	country_leader = {
		ideology = clerical_fascism
		expire = 1965.1.1.1
		id = -1
		traits = {
			clerico_nationalist
		}
	}
}
### Entity: Idea
Component: secn
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/spain_republic.txt

Code:
secn = {
	picture = SPR_sociedad_espanola_de_construccion_naval
	allowed = {
		has_dlc = La Resistance
		original_tag = SPR
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: ENG_federal_integration
Constructs: autonomy_gain, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_federal_integration = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		autonomy_gain = -3
	}
	picture = eng_guided_by_britain
	removal_cost = -1
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3APartial_mobilization.png.html

Doc:
File

File history

File usage
No higher resolution available.
Partial_mobilization.png &#8206;(64 × 64 pixels, file size: 8 KB, MIME type: image/png)
### Entity: Event
Component: austria.76
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, add_political_power, random_owned_controlled_state, is_core_of
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.76
	title = austria.76.t
	desc = austria.76.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = austria.76.a
		ai_chance = {
			base = 1
		}
		AUS = {
			country_event = austria.77
		}
		add_political_power = 50
		add_ideas = AUS_liechtenstein_properties
		random_owned_controlled_state = {
			limit = {
				is_core_of = LIE
			}
			prioritize = {
				997
			}
			add_extra_state_shared_building_slots = 2
		}
		effect_tooltip = {
			AUS = {
				set_autonomy = {
					target = LIE
					autonomy_state = autonomy_protectorate
				}
			}
		}
	} {
		name = austria.76.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				has_government = neutrality
			}
		}
		AUS = {
			country_event = austria.78
		}
		custom_effect_tooltip = raj_may_lead_to_war
	}
}
### Entity: State History
Component: 510
Constructs: add_core_of
Source: game
File: history/states/510-Mesopotamia.txt

Code:
state = {
	id = 510
	name = STATE_510
	manpower = 1497169
	resources = {
		oil = 2
		rubber = 3
	}
	state_category = rural
	history = {
		owner = ARG
		add_core_of = ARG
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		victory_points = {
			11007 2
		} {
			12964 1
		} {
			1449 3
		}
	}
	provinces = {
		1449 8187 8238 10515 10943 11007 12453 12964
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: 3rd Ningxia Cavalry Brigade
Constructs: division_template
Source: game
File: history/units/NXM_1936_sea.txt

Code:
division = {
	name = 3rd Ningxia Cavalry Brigade
	location = 8081
	division_template = Qibing Jun
	start_equipment_factor = 0.2
}
### Entity: Event
Component: SEA_PHI_political_events.30
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_political_power, has_idea, set_nationality
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.30
	title = SEA_PHI_political_events.30.t
	desc = SEA_PHI_political_events.30.desc
	picture = GFX_report_event_PHI_eisenhower
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.30.a
		ai_chance = {
			base = 8
		}
		PHI = {
			country_event = {
				id = SEA_PHI_political_events.31
				hours = 3
			}
		}
		USA = {
			if = {
				limit = {
					has_idea = dwight_eisenhower
				}
				remove_ideas = dwight_eisenhower
				add_political_power = 100
			}
			USA_dwight_d_eisenhower = {
				set_nationality = PHI
			}
		}
	} {
		name = SEA_PHI_political_events.30.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				OR = {
					PHI_historical_ai = yes
					PHI_macarthur_ai = yes
				}
			}
		}
		PHI = {
			country_event = {
				id = SEA_PHI_political_events.65
				hours = 3
			}
		}
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_milice_francaise
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_milice_francaise
	icon = GFX_FRA_VIC_milice_francaise
	prerequisite = {
		focus = EFR_negociate_the_release_of_officers
	}
	relative_position_id = EFR_negociate_the_release_of_officers
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = EFR_milice_francaise
			bonus = 1
			uses = 1
			category = military_police_tech
		}
		add_ideas = paramilitarism_focus
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_french_forces_of_the_interior
Constructs: division_template, every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, is_locked, is_core_of
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_french_forces_of_the_interior
	icon = GFX_focus_prc_infiltration
	x = 2
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_national_council_of_the_resistance
	}
	relative_position_id = FRA_national_council_of_the_resistance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = FRA_french_forces_of_the_interior_tt
		division_template = {
			name = FFI Demi-Brigade
			division_names_group = FRA_INF_01
			is_locked = yes
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				} {
					x = 0
					y = 4
				}
			}
			support = {

			}
		}
		every_owned_state = {
			limit = {
				is_core_of = ROOT
				not = {
					has_state_flag = FRA_core_state_liberated
				}
				is_fully_controlled_by = ROOT
			}
			create_unit = {
				division = name = "1re Demi-Brigade des FFI" division_template = "FFI Demi-Brigade" start_experience_factor = 0
				owner = ROOT
			} {
				division = name = "2me Demi-Brigade des FFI" division_template = "FFI Demi-Brigade" start_experience_factor = 0
				owner = ROOT
			} {
				division = name = "3me Demi-Brigade des FFI" division_template = "FFI Demi-Brigade" start_experience_factor = 0
				owner = ROOT
			}
			set_state_flag = FRA_core_state_liberated
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.78
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, is_ai, is_historical_focus_on, has_opinion
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.78
	title = AAT_Sweden_flashpoints.78.t
	desc = AAT_Sweden_flashpoints.78.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.78.a
		ai_chance = {
			factor = 0
			modifier = {
				FROM = {
					is_ai = yes
					is_historical_focus_on = yes
				}
				add = 300
			} {
				factor = 8
				OR = {
					has_government = communism fascism
				}
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.79
				hours = 4
			}
		}
	} {
		name = AAT_Sweden_flashpoints.78.b
		ai_chance = {
			base = 1
			modifier = {
				has_war_with = SOV
				factor = 1.5
			} {
				has_opinion = {
					target = FROM
					value = > 69
				}
				factor = 3
			} {
				FROM = {
					has_government = democratic
				}
				factor = 1.5
			}
		}
		if = {
			limit = {
				145 = {
					is_claimed_by = FROM
				}
			}
			FROM = {
				remove_state_claim = 145
			}
		}
		FROM = {
			transfer_state = 145
		} {
			country_event = {
				id = AAT_Sweden_flashpoints.80
				hours = 4
			}
		}
		145 = {
			add_core_of = FROM
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	} {
		ai_chance = {
			factor = 5
		}
		name = AAT_Sweden_flashpoints.78.c
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.81
				hours = 4
			}
		}
	}
}
### Entity: Character
Component: RAJ_GOE_mughal_army_command_2
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_mughal_army_command_2 = {
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = RAJ_GOE_mughal_army_command_2
		ledger = army
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_the_mughal_uprising
		}
		traits = {
			army_logistics_1
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: MAC_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = MAC
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: USA_prepare_iwo_jima
Constructs: build_building
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_prepare_iwo_jima = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = > 1943.3.1
		OR = {
			645 = {
				naval_base = < 6
			} {
				air_base = < 4
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = naval_base
		target = 13025
		value = 100
	} {
		type = build_building
		id = air_base
		target = 645
		value = 100
	}
}
### Entity: Special Project
Component: sp_nuclear_warheads
Constructs: resource_cost, has_dlc, enable_equipments
Source: game
File: common/special_projects/projects/nuclear_projects.txt

Code:
sp_nuclear_warheads = {
	specialization = specialization_nuclear
	icon = GFX_sp_nuclear_warheads
	project_tags = sp_tag_nuclear_warfare
	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large
	resource_cost = {
		resources = {
			aluminium = 4
			tungsten = 4
			chromium = 2
		}
	}
	special_project_parent = {
		sp_nuclear_bomb sp_rockets_medium_range_ballistic_missile
	}
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {

	}
	project_output = {
		country_effects = {

		}
		enable_equipments = {
			nuclear_missile_equipment_1
		}
	}
	empty_reward_weight = {
		base = 0.5
	}
	generic_prototype_rewards = {
		sp_nuclear_scientist_xp_generic_reward sp_nuclear_minor_progress_generic_reward sp_nuclear_generic_electronics_tech_reward sp_nuclear_war_support_generic_reward sp_nuclear_generic_industry_tech_reward sp_nuclear_major_political_interference_generic_reward sp_nuclear_bomb_theoretical_breakthrough_generic_reward sp_nuclear_bomb_critical_mass_generic_reward sp_nuclear_bomb_accident_generic_reward
	}
	unique_prototype_rewards = {

	}
}
### Entity: Wiki Documentation
Construct: use
Source: wiki
File: wiki/Template%3ADisambiguation.html

Doc:
Template use
Place the template at the foot of disambiguation pages after all of the disambiguation content.

|
This disambiguation page lists articles associated with the same title.
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Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Disambiguation&oldid=746"
### Entity: Wiki Documentation
Construct: Generic_Focus_Tree
Source: wiki
File: wiki/Focus_tree.html

Doc:
Generic Focus Tree[edit]

Add contents of tree, and their effects here?

Retrieved from "http://www.hoi4wiki.com/index.php?title=National_Focus&oldid=2716"
### Entity: Idea
Component: SRL_acgs
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_acgs = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = SRL
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_adjust_industrial_prioritize
Constructs: prerequisite, limit, completion_reward, add_autonomy_score, add_dynamic_modifier, check_variable, add_to_variable, add_cic
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_adjust_industrial_prioritize
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = DEN_seek_industrial_investments
	}
	relative_position_id = DEN_seek_industrial_investments
	x = 2
	y = 1
	cost = 10
	bypass = {

	}
	available = {

	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_autonomy_score = {
			value = 100
			localization = DEN_adjust_industrial_prioritize
		}
		if = {
			limit = {
				DEN_has_war_preparations_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_war_preparations_dynamic_modifier
			}
		} {
			limit = {
				OR = {
					check_variable = {
						DEN_war_preparations_lack_of_resource_penalty = > -0.06
					} {
						DEN_war_preparations_max_fuel = < 0.11
					} {
						DEN_war_preparations_fuel_gain = < 0.11
					} {
						DEN_war_preparations_fuel_silo_speed = < 0.06
					}
				}
			}
			custom_effect_tooltip = DEN_modify_war_preparations_dynamic_modifier
		} {
			limit = {
				check_variable = {
					DEN_war_preparations_lack_of_resource_penalty = > -0.06
				}
			}
			add_to_variable = {
				DEN_war_preparations_lack_of_resource_penalty = -0.1
				tooltip = production_lack_of_resource_penalty_factor_tt
			}
		} {
			limit = {
				check_variable = {
					DEN_war_preparations_max_fuel = < 0.11
				}
			}
			add_to_variable = {
				DEN_war_preparations_max_fuel = 0.05
				tooltip = max_fuel_factor_tt
			}
		} {
			limit = {
				check_variable = {
					DEN_war_preparations_fuel_gain = < 0.11
				}
			}
			add_to_variable = {
				DEN_war_preparations_fuel_gain = 0.05
				tooltip = fuel_gain_add_factor_tt
			}
		} {
			limit = {
				check_variable = {
					DEN_war_preparations_fuel_silo_speed = < 0.06
				}
			}
			add_to_variable = {
				DEN_war_preparations_fuel_silo_speed = 0.25
				tooltip = production_speed_fuel_silo_factor_tt
			}
		} {
			limit = {
				check_variable = {
					DEN_industrial_capabilities_consumer_goods = < 0.16
				}
			}
			add_to_variable = {
				DEN_industrial_improvement_tracker_var = 1
			} {
				DEN_industrial_capabilities_consumer_goods = 0.1
				tooltip = consumer_goods_factor_tt
			}
			DEN_improve_industrial_capabilities_NS = yes
		}
		else = {
			add_cic = 2000
		} {
			add_cic = 2000
		} {
			add_cic = 2000
		} {
			add_cic = 2000
		}
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_lake_city_ammunition
Constructs: prerequisite, completion_reward, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_lake_city_ammunition
	icon = GFX_goal_generic_gun_purchase
	x = 39
	y = 2
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = CSA_focus_on_military_department
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		}
		random_owned_controlled_state = {
			prioritize = {
				366
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: SEA_warlords.19
Constructs: is_triggered_only, add_political_power
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.19
	title = SEA_warlords.19.t
	desc = SEA_warlords.19.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_warlords.19.a
		add_political_power = 100
	}
}
### Entity: AI Strategy
Component: ENG_amphibious_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_amphibious_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_amphibious_tank
	}
	priority = {
		factor = 20
	}
	basic_amphibious_tank_default = {
		priority = {
			factor = 10
			modifier = {
				OR = {
					TAG = USA JAP
				}
				factor = 5
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = amphibious_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_close_support_gun tank_small_cannon_2 tank_small_cannon
					}
				}
				turret_type_slot = tank_light_turret_type
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_close_support_gun tank_light_turret_type tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
}
### Entity: Country History
Country: POL
Component: POL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/POL - Poland.txt

Code:
# Politics & Parties for POL
set_politics = {
	ruling_party = neutrality
	last_election = 1935.9.8
	election_frequency = 36
	elections_allowed = no
}
set_popularities = {
	democratic = 32
	fascism = 11
	communism = 19
	neutrality = 38
}