Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: GER_czechoslovakia_modify_mefo_bills_or_economy_of_conquest
Constructs: limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_czechoslovakia_modify_mefo_bills_or_economy_of_conquest = {
	if = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = GER_mefo_bills_modifier
				} {
					modifier = GER_economy_of_conquest_modifier
				}
			}
		}
		custom_effect_tooltip = end_of_czechoslovakia_mefo_bills_tt
	}
}
### Entity: Event
Component: vietnam.3
Constructs: is_triggered_only
Source: game
File: events/Vietnam.txt

Code:
country_event = {
	id = vietnam.3
	title = vietnam.3.t
	desc = vietnam.3.d
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = vietnam.3.a
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_united_anarchist_confederations
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_dlc, add_popularity, add_manpower
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_united_anarchist_confederations
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = ITA_defend_the_land
	}
	x = -1
	y = 1
	relative_position_id = ITA_defend_the_land
	cost = 5
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				country_exists = SPC
				NOT = {
					has_war_with = SPC
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
			add_manpower = 50000
			SPC = {
				country_event = {
					id = BBA_italy_communist_events.06
					hours = 24
					random_hours = 24
				}
			}
		}
		else = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			add_manpower = 25000
			if = {
				limit = {
					has_dlc = La Resistance
				}
				custom_effect_tooltip = ITA_united_anarchist_confederations_tt
			}
			hidden_effect = {
				news_event = {
					id = bba_news.111
					hours = 24
					random_hours = 12
				}
			}
		}
		ITA_bop_low_increase_communism_side_effect = yes
	}
}
### Entity: Decision
Component: NOR_nortraship_category
Constructs: has_government, has_country_flag, has_equipment, is_in_faction_with, is_coastal, is_controlled_by, complete_effect, set_country_flag
Source: game
File: common/decisions/NaW_NOR_decisions.txt

Code:
NOR_nortraship_category = {
	NOR_nortraship_25_convoys = {
		icon = generic_naval
		allowed = {
			original_tag = NOR
		}
		available = {
			has_equipment = {
				convoy = > 25
			}
			OR = {
				has_government = democratic neutrality
			}
			NOT = {
				has_country_flag = notraship_transferring_ships
			}
			FROM = {
				is_in_faction_with = ROOT
				OR = {
					has_equipment = {
						convoy = < 30
					}
					stockpile_ratio = {
						archetype = convoy
						ratio = < 0.5
					}
				}
				NOT = {
					tag = NOR
				}
			}
		}
		visible = {
			FROM = {
				is_in_faction_with = ROOT
			}
		}
		target_trigger = {
			FROM = {
				is_in_faction_with = ROOT
				NOT = {
					tag = NOR
				}
				any_state = {
					is_coastal = yes
					is_controlled_by = FROM
				}
			}
		}
		days_remove = 90
		days_re_enable = 180
		cost = 20
		complete_effect = {
			set_country_flag = notraship_transferring_ships
		}
		remove_effect = {
			clr_country_flag = notraship_transferring_ships
			send_equipment = {
				target = FROM
				type = convoy
				amount = 25
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Idea
Component: CYP_acr
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_acr = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = CYP
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_ADVISOR_pickorder_SOV
Constructs: limit, has_game_rule, set_temp_variable, check_variable, has_character, is_advisor, has_character_flag, is_hired_as_advisor
Source: game
File: common/scripted_triggers/EAI_COUNTRY_advisor_triggers.txt

Code:
EAI_ADVISOR_pickorder_SOV = {
	has_game_rule = {
		rule = SOV_ai_behavior
		option = DEFAULT
	}
	set_temp_variable = {
		RANK = 1
	} {
		RANK = 2
	} {
		RANK = 3
	} {
		RANK = 4
	} {
		RANK = 5
	} {
		RANK = 6
	}
	if = {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = SOV_nikolay_voznesensky
			SOV_nikolay_voznesensky = {
				is_advisor = yes
				NOT = {
					has_character_flag = SOV_exiled_flag SOV_character_purged_flag
				}
			}
		}
		OR = {
			AND = {
				SOV_nikolay_voznesensky = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = SOV_mikhail_kalinin
			SOV_mikhail_kalinin = {
				is_advisor = yes
				NOT = {
					has_character_flag = SOV_exiled_flag SOV_character_purged_flag
				}
			}
		}
		OR = {
			AND = {
				SOV_mikhail_kalinin = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = SOV_semyon_timoshenko
			SOV_semyon_timoshenko = {
				is_advisor = yes
				NOT = {
					has_character_flag = SOV_exiled_flag SOV_character_purged_flag
				}
			}
		}
		OR = {
			AND = {
				SOV_semyon_timoshenko = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = SOV_pavel_rychagov
			SOV_pavel_rychagov = {
				is_advisor = yes
				NOT = {
					has_character_flag = SOV_exiled_flag SOV_character_purged_flag
				}
			}
		}
		OR = {
			AND = {
				SOV_pavel_rychagov = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = SOV_aleksandr_vasilevsky
			SOV_aleksandr_vasilevsky = {
				is_advisor = yes
				NOT = {
					has_character_flag = SOV_exiled_flag SOV_character_pu
# ... (truncated)
### Entity: State History
Component: 44
Constructs: add_core_of, add_claim_by, remove_claim_by
Source: game
File: history/states/44-Albania.txt

Code:
state = {
	id = 44
	name = STATE_44
	resources = {
		aluminium = 1.0
		chromium = 1.0
		oil = 4.0
	}
	history = {
		owner = ALB
		victory_points = {
			9914 5
		} {
			11767 2
		} {
			13255 2
		} {
			6900 2
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
			air_base = 3
			11767 = {
				naval_base = 4
			}
			13255 = {
				naval_base = 2
			}
		}
		add_core_of = ALB
		add_claim_by = ITA
		1939.4.12 = {
			owner = ITA
			controller = ITA
			remove_claim_by = ITA
		}
	}
	provinces = {
		3448 3884 6900 9875 9914 11767 13255
	}
	manpower = 493867
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 5.0
}
### Entity: Order of Battle
Component: Reservas Movilizadas del Calvario
Constructs: division_template
Source: game
File: history/units/VCW_uprising.txt

Code:
division = {
	name = Reservas Movilizadas del Calvario
	location = 10879
	division_template = División de Caballería
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Country History
Country: SAR
Component: SAR_technology
Constructs: set_technology
Source: game
File: history/countries/SAR - Sarawak.txt

Code:
# Starting Technologies for SAR
set_technology = {
	infantry_weapons = 1
}
### Entity: Modifier Reference
Construct: license_tech_difference_speed
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_tech_difference_speed

* Number with 0 decimal places
* **Categories**: country
### Entity: AI Strategy
Component: USA_historical_plan
Constructs: has_completed_focus, has_government, has_war_with, has_country_flag, is_historical_focus_on, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/USA_historical_strategy_plan.txt

Code:
USA_historical_plan = {
	name = US historical plan
	desc = Historical behavior for US
	allowed = {
		original_tag = USA
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				OR = {
					not = {
						has_dlc = Man the Guns
					}
					has_game_rule = {
						rule = USA_ai_behavior
						option = DEFAULT
					}
				}
			}
			has_country_flag = USA_AI_DEMOCRATIC_HISTORICAL democratic_usa_won_civil_war
			has_game_rule = {
				rule = USA_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			AND = {
				has_game_rule = {
					rule = USA_ai_behavior
					option = DEFAULT
				}
				OR = {
					GER = {
						OR = {
							has_completed_focus = GER_oppose_hitler_ww GER_oppose_hitler
						}
					}
					ENG = {
						not = {
							has_government = democratic
						}
					}
					has_war_with = CAN MEX
					JAP = {
						not = {
							OR = {
								has_government = fascism neutrality
							}
						}
					}
				}
			}
		}
	}
	ai_national_focuses = {
		USA_continue_the_new_deal USA_wpa USA_war_department USA_air_war_plans_division USA_war_plans_division USA_agricultural_adjustment_act USA_neutrality_act USA_intervention_in_asia USA_war_plan_orange USA_intervention_in_europe USA_war_plan_black USA_strategic_bombing USA_fair_labour_standards_act USA_escort_fighters USA_arsenal_of_democracy USA_scientist_haven USA_military_construction USA_USACE_projects USA_manhattan_project USA_federal_housing_act USA_the_giant_wakes USA_military_construction USA_two_ocean_navy_act USA_fund_the_navy USA_selective_training_act USA_destroyers_for_bases USA_maritime_commission USA_liberty_ships USA_lend_lease_act USA_office_of_scientific_research_and_development USA_louisiana_maneuvers USA_support_rock_island USA_tank_experiments USA_tank_destroyer_doctrine USA_combined_bomber_offensive USA_bureau_of_ships USA_carrier_primacy USA_wartime_industry USA_build_the_pentagon USA_army_of_the_united_states USA_womens_armed_service_integration_act
	}
	focus_factors = {
		USA_suspend_the_presecution = 0
	}
	research = {

	}
	ideas = {

	}
	traits = {
		war_industrialist = 5
		financial_expert = 10
		silent_workhorse = 25
	}
	ai_strategy = {
		type = support
		id = ENG
		value = 200
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_allied_membership
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_puppet
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_allied_membership
	icon = GFX_allies
	text = GRE_allied_membership
	prerequisite = {
		focus = GRE_rival_italy
	} {
		focus = GRE_befriend_britain
	}
	x = -1
	y = 1
	relative_position_id = GRE_befriend_britain
	cost = 2
	ai_will_do = {
		factor = 12
	}
	available = {
		is_puppet = no
		is_in_faction = no
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			} {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_completed_focus = ENG_a_change_in_course ENG_visit_germany
					} {
						has_war_with = ROOT
					}
					has_capitulated = no
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = greece.26
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Scripted Effect
Component: CHI_add_or_modify_political_tutelage
Constructs: limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_add_or_modify_political_tutelage = {
	IF = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = CHI_the_political_tutelage_dm
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = CHI_the_political_tutelage_dm
					} {
						modifier = CHI_the_political_tutelage_upgraded_dm
					}
				}
			}
		}
		custom_effect_tooltip = CHI_modify_CHI_the_political_tutelage_dm_tt
	}
	ELSE_IF = {
		limit = {
			has_dynamic_modifier = {
				modifier = CHI_the_political_tutelage_upgraded_dm
			}
		}
		custom_effect_tooltip = CHI_modify_CHI_the_political_tutelage_upgraded_dm_tt
	}
}
### Entity: Modifier Reference
Construct: local_non_core_manpower
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_non_core_manpower

* Number with 2 decimal places
* **Categories**: state, war_production
### Entity: AI Strategy
Component: central_pacific
Constructs: has_war, has_war_with
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
central_pacific = {
	name = theater_central_pacific
	regions = {
		105 176 172 95 180 96 97 177 94
	}
	cancel = {
		AND = {
			original_tag = USA
			any_enemy_country = {
				controls_state = 629
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			original_tag = USA
			controls_state = 629
		} {
			add = 1
			has_war_with = JAP
			controls_state = 629
		} {
			add = 1
			has_war_with = USA
			any_enemy_country = {
				controls_state = 629
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Character
Component: r56w_trait_minister_vfacure
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_vfacure = {
	random = no
	sprite = 6
	navy_anti_air_attack_factor = 0.75
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_promote_urbanization
Constructs: prerequisite, limit, completion_reward, every_controlled_state, every_subject_country, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_promote_urbanization
	icon = GFX_focus_generic_low_cost_housing
	prerequisite = {
		focus = CZE_agrarian_reform
	}
	cost = 5
	relative_position_id = CZE_agrarian_reform
	x = -1
	y = 1
	completion_reward = {
		every_controlled_state = {
			limit = {
				OR = {
					state = 70 75
				}
			}
			increase_state_category = yes
		} {
			limit = {
				OR = {
					state = 71 73 74
				}
			}
			increase_state_category = yes
		}
		every_subject_country = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 70 75
					}
				}
				increase_state_category = yes
			}
		} {
			every_controlled_state = {
				limit = {
					OR = {
						state = 71 73 74
					}
				}
				increase_state_category = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modding Documentation
Construct: atan2
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## atan2
Sets the accumulator to the quadrant-aware arctangent atan2(y, x), where the accumulator is y and the value is x. The result is expressed in radians.

Note: this is computed with a numerical approximation and may be off by a few hundredths of a radian; follow with `round = yes` if you need an exact result. The degenerate case atan2(0, 0) returns roughly pi/2 rather than 0.
### Entity: Idea
Component: CZE_skoda_tanks_focus_optimization_4_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, maximum_speed, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_tanks_focus_optimization_4_idea = {
	name = CZE_skoda_tanks_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		armor = 0.08
	}
	equipment_bonus = {
		light_tank_chassis = {
			armor_value = 0.08
			maximum_speed = 0.08
			instant = yes
		}
		medium_tank_chassis = {
			armor_value = 0.08
			reliability = 0.08
			instant = yes
		}
		heavy_tank_chassis = {
			armor_value = 0.08
			breakthrough = 0.08
			instant = yes
		}
		train_equipment = {
			build_cost_ic = 0.08
			instant = yes
		}
	}
	modifier = {
		tank_manufacturer_cost_factor = -0.08
		production_speed_arms_factory_factor = 0.08
		production_speed_industrial_complex_factor = -0.08
		production_factory_efficiency_gain_factor = 0.08
		equipment_conversion_speed = -0.08
		truck_attrition_factor = 0.08
		factory_energy_consumption = 0.08
	}
}
### Entity: Character
Component: celebrity_junta_leader
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
celebrity_junta_leader = {
	random = no
	stability_factor = 0.15
	political_power_factor = -0.15
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_patriarch_of_all_russia
Constructs: prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_patriarch_of_all_russia
	icon = GFX_SOV_patriarch_of_all_russia_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_war_heroes SOV_socialist_realism
	}
	x = 1
	y = 1
	relative_position_id = SOV_war_heroes
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SOV_patriarch_sergy
	}
}
### Entity: Event
Component: CZE.308
Constructs: is_triggered_only, fire_only_once, random_list
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.308
	title = germany.70.t
	desc = germany.70.d
	picture = GFX_report_event_german_reichstag_gathering
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = germany.70.a
		hidden_effect = {
			random_list = {
				10 = {
					country_event = {
						hours = 6
						id = germany.71
					}
				} {
					country_event = {
						hours = 6
						id = germany.72
					}
				}
				80 = {
					country_event = {
						hours = 6
						id = germany.73
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: SIA_agrarian_society_r56
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_agrarian_society_r56 = {
	removal_cost = -1
	picture = POL_disjointed_industry
	modifier = {
		consumer_goods_factor = 0.25
		research_speed_factor = -0.25
	}
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: has_completed_focus, has_government, is_puppet, conscription_factor, has_dlc
Source: game
File: common/autonomous_states/wuw_volkskommissariat.txt

Code:
autonomy_state = {
	id = autonomy_volkskommissariat
	is_puppet = yes
	min_freedom_level = 0.2
	manpower_influence = 0.9
	use_overlord_color = yes
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		units_deployed_to_overlord = yes
		can_be_spymaster = no
		contributes_operatives = no
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 0.9
		can_master_build_for_us = 1
		conscription_factor = -0.5
		extra_trade_to_overlord_factor = 1.0
		overlord_trade_cost_factor = -0.9
		cic_to_overlord_factor = 0.5
		mic_to_overlord_factor = 0.5
		license_subject_master_purchase_cost = -1
		autonomy_gain_global_factor = -0.3
		peace_score_ratio_transferred_to_overlord = 0.1
		lend_lease_tension_with_overlord = -0.2
		faction_influence_contribution_factor = -0.5
	}
	ai_subject_wants_higher = {
		factor = 1.0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	ai_overlord_wants_garrison = {
		always = yes
	}
	allowed = {
		has_dlc = Gotterdammerung
		OVERLORD = {
			has_government = communism
			original_tag = GER
			has_completed_focus = GER_establish_volkskommissariats
		}
	}
	can_take_level = {

	}
	can_lose_level = {

	}
}
### Entity: Event
Component: generic_debug.44
Constructs: is_triggered_only, add_ideas
Source: game
File: events/debug_events.txt

Code:
country_event = {
	id = generic_debug.44
	title = generic_debug.44.t
	desc = TORPS
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = TORPS
		add_ideas = bureau_of_ordnance_spirit
	}
}
### Entity: Joint Focus
Component: INSHOL_import_sugar
Constructs: has_completed_focus, prerequisite, limit, joint_focus, add_ideas, has_cosmetic_tag, has_subject, is_hired_as_advisor
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_import_sugar
	icon = GFX_focus_INS_import_sugar
	text_icon = INSHOL_HOL_focus_style
	available = {
		if = {
			limit = {
				has_cosmetic_tag = INS_UNION
				original_tag = INS
			}
			custom_trigger_tooltip = {
				tooltip = INS_is_union_tt
				has_cosmetic_tag = INS_UNION
			}
		}
		else = {
			original_tag = HOL
			has_subject = INS
		}
	}
	prerequisite = {
		focus = INSHOL_agricultural_subsidies
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = INSHOL_agricultural_subsidies
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 3
			NOT = {
				has_completed_focus = INSHOL_import_lumber
			}
			has_completed_focus = INSHOL_coffee_plantations
		} {
			factor = 1.1
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.5
			INS = {
				is_ai = no
			}
		} {
			factor = 0.75
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					NOT = {
						custom_trigger_tooltip = {
							tooltip = INS_is_union_tt
							has_cosmetic_tag = INS_UNION
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
						impassable = no
					}
					prioritize = {
						1056 673 1051
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
						impassable = no
					}
					prioritize = {
						1056 673 1051
					}
		
# ... (truncated)
### Entity: State History
Component: 638
Constructs: add_core_of
Source: game
File: history/states/638-Guam.txt

Code:
state = {
	id = 638
	name = STATE_638
	state_category = small_island
	manpower = 75153
	history = {
		owner = USA
		add_core_of = GUM
		buildings = {
			infrastructure = 3
			12140 = {
				naval_base = 1
			}
		}
		victory_points = {
			12140 1
		}
		strategic_province_location = {
			natural_harbor = 12140
		}
		strategic_state_location = {
			favorable_approach = 12140
		}
	}
	provinces = {
		12140
	}
	local_supplies = 0.0
}