Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: RAJ_GOE_cautious_strategist
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_GOE_cautious_strategist = {
	army_core_defence_factor = 0.12
	sprite = 5
}
### Entity: Order of Battle
Component: Amiral Afrique
Source: game
File: history/units/FRA_1936_naval_mtg.txt

Code:
fleet = {
	name = Amiral Afrique
	naval_base = 7132
	task_force = {
		name = Flottille de Haute Mers
		location = 7132
		ship = {
			name = Provence
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = FRA
					version_name = Bretagne Class
				}
			}
		} {
			name = Lorraine
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = FRA
					version_name = Bretagne Class
				}
			}
		} {
			name = Bretagne
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = FRA
					version_name = Bretagne Class
				}
			}
		} {
			name = Pluton
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = FRA
					version_name = Duguay-Trouin Class
				}
			}
		} {
			name = La Palme
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Le Mars
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Tempête
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = La Railleuse
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Le Fortune
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Simoun
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Tramontane
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Typhon
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_name = Bourrasque Class
				}
			}
		} {
			name = Tornade
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = FRA
					version_nam
# ... (truncated)
### Entity: Scope Reference
Construct: list_vars
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## list_vars
* Arguments: <scope>

Lists all variables in a scope or for the selected country/state/unitleader
### Entity: Order of Battle
Component: 2ème Brigade Cuirassée
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 2ème Brigade Cuirassée
	location = 9523
	division_template = Brigade Cuirassée
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_issue_lordships
Constructs: prerequisite, limit, completion_reward, every_army_leader, has_trait, add_trait
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_issue_lordships
	icon = GFX_focus_generic_monarchy_2
	x = 2
	y = 1
	relative_position_id = BRA_constitutional_monarchy
	prerequisite = {
		focus = BRA_constitutional_monarchy
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = BRA_posts_for_generals_tt
		every_army_leader = {
			limit = {
				NOT = {
					has_trait = politically_connected
				}
			}
			add_trait = {
				trait = politically_connected
			}
		}
	}
}
### Entity: Character
Component: GER_influential_pastor
Constructs: fascism_drift, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_influential_pastor = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	party_popularity_stability_factor = 0.1
	resistance_growth = -0.03
	fascism_drift = -0.05
	communism_drift = -0.03
	communism_acceptance = -25
	fascism_acceptance = -50
}
### Entity: Event
Component: CHL_news_events.5
Constructs: is_triggered_only
Source: game
File: events/TOA_Chile.txt

Code:
news_event = {
	id = CHL_news_events.5
	title = CHL_news_events.5.t
	desc = CHL_news_events.5.desc
	picture = GFX_news_event_royal_visit
	major = yes
	is_triggered_only = yes
	option = {
		name = CHL_news_events.5.a
		trigger = {
			NOT = {
				TAG = CHL
			}
		}
	} {
		name = CHL_news_events.5.b
		trigger = {
			TAG = CHL
		}
	}
}
### Entity: Scripted Trigger
Component: CONGO_at_least_fourteen_focuses_done
Constructs: has_global_flag
Source: game
File: common/scripted_triggers/CONGO_scripted_triggers.txt

Code:
CONGO_at_least_fourteen_focuses_done = {
	custom_trigger_tooltip = {
		tooltip = CONGO_at_least_fourteen_focuses_done_tt
		has_global_flag = COG_14_jft_done
	}
}
### Entity: Character
Component: CAN_j_s_woodsworth
Source: game
File: common/characters/CAN.txt

Code:
CAN_j_s_woodsworth = {
	name = CAN_j_s_woodsworth
	portraits = {
		civilian = {
			large = GFX_portrait_CAN_j_s_woodsworth
		}
	}
	country_leader = {
		ideology = centrism
		expire = 1965.1.1.1
		traits = {
			CAN_social_gospel
		}
		id = -1
	}
}
### Entity: Idea
Component: SIA_rama_vii_esteemed_figurehead
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_rama_vii_esteemed_figurehead = {
	name = SIA_rama_vii_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = SIA_rama_vii
	traits = {
		SIA_esteemed_figurehead_r56 SIA_mixed_legacy_r56
	}
}
### Entity: Character
Component: syncretic_revanchist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
syncretic_revanchist = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	generate_wargoal_tension = -0.5
	justify_war_goal_time = -0.25
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_ski_infantry
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_ski_infantry
	icon = GFX_focus_generic_winter_warfare
	prerequisite = {
		focus = NOR_army
	}
	x = -1
	y = 1
	relative_position_id = NOR_army
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = winter_clothes_gw
				}
			}
			set_technology = {
				winter_clothes_gw = 1
			}
		}
		add_ideas = NOR_winter_training
		custom_effect_tooltip = NOR_ski_infantry_tt FIN_winter_warfare_battalion_tt
		hidden_effect = {
			set_technology = {
				NOR_mountain_tactics = 1
			}
		} {
			set_technology = {
				winter_logistics_support_tech = 1
				popup = no
			}
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = winter_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAW_UNIQUE_TACTICS
	}
}
### Entity: Idea
Component: LBA_ai2
Source: game
File: common/ideas/libya.txt

Code:
LBA_ai2 = {
	ledger = army
	picture = generic_army_arab_3
	allowed = {
		original_tag = LBA
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_37
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_37 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 37
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 37
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_suara_rakyat
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_suara_rakyat
	icon = GFX_generic_goal_communist_reforms
	ai_will_do = {
		factor = 5
	}
	relative_position_id = INS_reorganize_the_underground
	x = -1
	y = 1
	prerequisite = {
		focus = INS_reorganize_the_underground
	}
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		add_ideas = INS_if_i_were_a_dutchman_idea
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = INS_ki_hajar_dewantara INS_cipto_mangunkusumo INS_ernest_douwes_dekker
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_reverse_engineer_tanks
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_reverse_engineer_tanks
	icon = GFX_focus_generic_tank_production
	prerequisite = {
		focus = PER_german_tanks PER_czech_tanks
	}
	x = -1
	y = 1
	relative_position_id = PER_czech_tanks
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_tank_specialization_bonus
			bonus = 0.5
			uses = 4
			category = armor
		}
	}
}
### Entity: Scripted Effect
Component: CZE_bop_stop_the_bop_and_give_final_idea
Constructs: limit, add_ideas, remove_ideas, has_power_balance, remove_power_balance, has_idea
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_stop_the_bop_and_give_final_idea = {
	if = {
		limit = {
			has_power_balance = {
				id = CZE_bop_army_readiness
			}
		}
		remove_power_balance = {
			id = CZE_bop_army_readiness
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			has_idea = CZE_army_readiness_1
		}
		remove_ideas = CZE_army_readiness_1
	} {
		limit = {
			has_idea = CZE_army_readiness_2
		}
		remove_ideas = CZE_army_readiness_2
	} {
		limit = {
			has_idea = CZE_army_readiness_3
		}
		remove_ideas = CZE_army_readiness_3
	} {
		limit = {
			has_idea = CZE_army_readiness_4
		}
		remove_ideas = CZE_army_readiness_4
	} {
		limit = {
			has_idea = CZE_army_readiness_5
		}
		remove_ideas = CZE_army_readiness_5
	}
	custom_effect_tooltip = generic_skip_one_line_tt
	add_ideas = CZE_ready_for_anything_idea
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_RND_7
Constructs: prerequisite, completion_reward, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_RND_7
	icon = GFX_focus_generic_tank_production
	ai_will_do = {
		factor = 2
	}
	x = 28
	y = 3
	prerequisite = {
		focus = MAL_RND_4
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 1
			uses = 2
			ahead_reduction = 1
			category = motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Name List
Component: MNC
Source: game
File: common/names/r56_names.txt

Code:
MNC = {
	male = {
		names = {
			Achille Adolphe Adrien Aimable Alphonse Amédée Antoine Armand Auguste Augustin Charles Daniel Denis Édouard Elie Étienne Eugène Félicien Félix Fernand François Frédéric Georges Guillaume Gustave Henri Hubert Hugo Jacques Jean Joseph Jules Julien Lazare Léopold Louis Lucien Mathieu Michel Nicolas Patrice Paul Philippe Pierre Robert Thibaut Thierry Thomas
		}
	}
	female = {
		names = {
			Anne Marie Françoise Gisèle Marguerite Marianne Simone Anaïs Irène Nathalie Elsa
		}
	}
	surnames = {
		Anthoine Baraguey d'Hilliers Bazaine Billot Bosquet Boué de Lapeyrère Bouët-Willaumez Boulanger Bourbaki Bugeaud Caillard Canrobert Courbet Cousin-Montauban de Castellane de Castelnau de Langle de Cary de Montaignac de Saint Arnaud Dubail Dubois Duchêne Dupetit-Thouars Exelmans Forey Gouraud Guillaumat Hamelin Harispe Hoche Humbert Lebouef Péllissier Vaillant Martin Poisson Lefebvre Delaforge Leroy Marchand Beaulieu Verdier Bloch Charpentier Lapierre Petit Polignac Durand Robert Thomas Moreau Roux Morel Fournier Girard Bonnet Dupont Lambert Fontaine Rousseau Lefevre Faure Mercier Blanc Guerin Boyer Garnier Chevalier Legrand Gauthier Perrin Robin Morin Roussel Gautier Masson Duval Dumont Marie Lemaire Dufour Meunier Brun Blanchard Giraud Joly Rivière Lucas Brunet Gaillard Barbier Arnaud Roche Renard Roy Leroux Colin Vidal Caron Picard Fabre Aubert Lemoine Renaud Dumas Lacroix Bourgeois Rey Leclerc Payet Rolland Leclercq Lecomte Dupuy Guillot Berger Carpentier Moulin Deschamps Huet Vasseur Boucher Fleury Royer Jacquet Poirier Paris Maillard Menard Baron Bertin Bailly Le Gall Laporte Lejeune Perret Maréchal Lemaitre
	}
	callsigns = {
		Dragon Flèche Tigre Corbeau Escargot Grenouille Andouillette Hérisson Marte Goupil Pantoufle Soutane Eglantine Taiseux Epervier Aigle Faucon Hiboux
	}
}
### Entity: Character
Component: KOS_mehmed_hoxha
Source: game
File: common/characters/KOS.txt

Code:
KOS_mehmed_hoxha = {
	name = KOS_mehmed_hoxha
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_7.dds
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1950.1.1.1
		id = -1
		traits = {
			socialist_writer
		}
	}
}
### Entity: Idea
Component: KMT_economic_national_revolution
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_economic_national_revolution = {
	removal_cost = -1
	picture = POL_the_peasants_strike
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_government = democratic communism
			}
		}
	}
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_buildings_factor = 0.1
		stability_weekly = -0.001
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: PHI_volunteers_in_the_war_republican
Constructs: has_global_flag, removal_cost, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/philipines.txt

Code:
PHI_volunteers_in_the_war_republican = {
	picture = por_volunteers_in_the_war2
	name = POR_volunteers_in_the_war
	allowed = {
		original_tag = PHI
	}
	allowed_civil_war = {
		tag = PHI
	}
	cancel = {
		has_global_flag = scw_over
	}
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteer_size = 3
		send_volunteers_tension = -1
	}
}
### Entity: Joint Focus
Component: CONGO_kasai_secessionist_state
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_in_faction_with, is_subject_of, has_global_flag
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_kasai_secessionist_state
	dynamic = yes
	icon = GFX_focus_CONGO_kasai_secessionist_state
	prerequisite = {
		focus = CONGO_bakwanga_mine
	}
	relative_position_id = CONGO_forminiere
	x = 1
	y = 2
	cost = 10
	text_icon = CONGO_COG_focus_style
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_HISTORICAL
	}
	available = {
		original_tag = COG
		OR = {
			is_in_faction_with = BEL
			is_subject_of = BEL
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt CONGO_kasai_secessionist_state_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_autonomy_gain = 0.1
				tooltip = autonomy_gain_tt
			}
			hidden_effect = {
				set_global_flag = COG_secured_kasai_militias_flag
				888 = {
					add_dynamic_modifier = {
						modifier = COG_kasai_separatism_modifier
					}
				}
			}
			add_autonomy_score = {
				value = 100
				localization = CONGO_kasai_secessionist_state
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt CONGO_kasai_secessionist_state_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_autonomy_gain = 0.1
				tooltip = autonomy_gain_tt
			}
			hidden_effect = {
				set_global_flag = COG_secured_kasai_militias_flag
				888 = {
					add_dynamic_modifier = {
						modifier = COG_kasai_separatism_modifier
					}
				}
			}
			add_autonomy_score = {
				value = 100
				localization = CONGO_kasai_secessionist_state
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_secure_internal_politics
Constructs: limit, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_secure_internal_politics
	icon = GFX_goal_generic_major_alliance
	x = 6
	y = 0
	cost = 5
	ai_will_do = {
		base = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = SND
			}
			custom_effect_tooltip = SND_unlock_loyalty_decision_tt
		}
		add_political_power = 120
		warlord_rule_all_parties = yes
	}
}
### Entity: Character
Component: LAT_janis_berzins
Source: game
File: common/characters/LAT.txt

Code:
LAT_janis_berzins = {
	name = LAT_janis_berzins
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = LAT_janis_berzins
		ledger = navy
		allowed = {
			original_tag = LAT
		}
		traits = {
			navy_screen_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Trigger Reference
Construct: target_conscription_amount
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## target_conscription_amount

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks the target conscription amount of the country.

```
### Entity: Idea
Component: EAI_INSANE/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_national_fortifications
Constructs: prerequisite, completion_reward, has_dlc, add_building_construction, add_to_variable
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_national_fortifications
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = LIE_defence_in_depth
	}
	x = 0
	y = 1
	relative_position_id = LIE_defence_in_depth
	offset = {
		x = 1
		y = 0
		trigger = {
			has_dlc = No Step Back
		}
	}
	cost = 10
	available = {
		controls_state = 997
	}
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		997 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = {
					id = 6680
				}
				instant_build = yes
			}
		}
		add_to_variable = {
			LIE_production_speed_bunker_factor = 0.15
		} {
			LIE_production_speed_coastal_bunker_factor = 0.15
		}
		custom_effect_tooltip = LIE_national_fortifications_tt
	}
}
### Entity: Misc Config
Component: states_in_the_baltics
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
states_in_the_baltics = {
	input = game:all_states
	operators = {
		limit = {
			OR = {
				region = 37
				state = 763 784 208 209
			}
		}
	}
	name = COLLECTION_STATES_IN_BALTICS
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_soviet_funding
Constructs: prerequisite, limit, has_war_with, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_soviet_funding
	icon = GFX_goal_generic_communist_industries
	prerequisite = {
		focus = IRQ_militarized_settlements
	}
	relative_position_id = IRQ_workers_revolution
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		country_exists = SOV
		NOT = {
			has_war_with = SOV
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				10
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				10
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: KAZ
Component: KAZ_army
Source: game
File: history/countries/KAZ - Kazakhstan.txt

Code:
# OOB & Army Setup for KAZ
oob = KAZ_1936
### Entity: Idea
Component: NRA_knows_the_land
Constructs: has_government, removal_cost, is_subject, is_subject_of
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
NRA_knows_the_land = {
	picture = generic_war_preparation
	removal_cost = -1
	available = {

	}
	cancel = {
		OR = {
			NOT = {
				has_government = neutrality
			}
			AND = {
				is_subject = yes
				NOT = {
					is_subject_of = CHI
				}
			}
		}
	}
	modifier = {
		attrition = -0.15
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: DEN_niels_bohr
Constructs: has_completed_focus
Source: game
File: common/characters/DEN.txt

Code:
DEN_niels_bohr = {
	name = DEN_niels_bohr
	portraits = {
		army = {
			large = GFX_portrait_DEN_niels_bohr
			small = GFX_portrait_DEN_niels_bohr_small
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_specialist scientist_trait_bright
		}
		skills = {
			specialization_nuclear = 3
		}
		visible = {
			owner = {
				has_completed_focus = DEN_expand_institut_for_teoretisk_fysik
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/HAI_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = HAI
		}
		requested_factories = 1
		progress = 0.27
		efficiency = 100
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_usurp_afghanistan
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_usurp_afghanistan
	icon = GFX_focus_PER_usurp_afghanistan
	prerequisite = {
		focus = PER_war_plan_darius
	}
	x = 1
	y = 1
	relative_position_id = PER_war_plan_darius
	cost = 5
	will_lead_to_war_with = AFG
	available = {
		has_government = neutrality
		is_subject = no
		AFG = {
			exists = yes
			is_subject = no
		}
		NOT = {
			has_war_with = AFG
			is_in_faction_with = AFG
		}
	}
	bypass = {
		AFG = {
			OR = {
				exists = no
				is_subject = yes
				has_war_with = ROOT
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = AFG
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ROOT = {
			create_wargoal = {
				target = AFG
				type = annex_everything
			}
		}
	}
}