Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: form_polynesia_category
Constructs: has_completed_focus, limit, random_country, has_country_flag, is_subject, has_autonomy_state, has_global_flag, complete_effect
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_polynesia_category = {
	form_polynesia = {
		icon = generic_form_nation
		on_map_mode = decision_view_only
		highlight_states = {
			highlight_state_targets = {
				state = 284 1079 524 629 630 631 632 633 634 1070 635 636 638 639 641 642 643 645 646 647 648 684 723 1080 1081 725 726 727 734 270 948 1071 1072
			}
		}
		allowed = {
			OR = {
				original_tag = HAW TAH GUM FSM SAM SOL FIJ NZL RAP PLU VAN BOU MAD
			}
		}
		available = {
			OR = {
				is_subject = no
				has_autonomy_state = autonomy_dominion
			}
			controls_state = 284 1079 629 684 638 641 646 723 1080 1081 726 1071 1072
		}
		visible = {
			OR = {
				original_tag = HAW TAH GUM FSM SAM SOL FIJ NZL RAP PLU VAN BOU MAD
			}
			NOT = {
				has_global_flag = form_polynesia_flag
			}
		}
		complete_effect = {
			set_cosmetic_tag = united_polynesia
			custom_effect_tooltip = form_country_polynesia_coring_states_tt
			hidden_effect = {
				284 = {
					add_core_of = ROOT
				}
				1079 = {
					add_core_of = ROOT
				}
				524 = {
					add_core_of = ROOT
				}
				629 = {
					add_core_of = ROOT
				}
				630 = {
					add_core_of = ROOT
				}
				631 = {
					add_core_of = ROOT
				}
				632 = {
					add_core_of = ROOT
				}
				633 = {
					add_core_of = ROOT
				}
				634 = {
					add_core_of = ROOT
				}
				1070 = {
					add_core_of = ROOT
				}
				635 = {
					add_core_of = ROOT
				}
				636 = {
					add_core_of = ROOT
				}
				638 = {
					add_core_of = ROOT
				}
				639 = {
					add_core_of = ROOT
				}
				641 = {
					add_core_of = ROOT
				}
				642 = {
					add_core_of = ROOT
				}
				643 = {
					add_core_of = ROOT
				}
				645 = {
					add_core_of = ROOT
				}
				646 = {
					add_core_of = ROOT
				}
				647 = {
					add_core_of = ROOT
				}
				648 = {
					add_core_of = ROOT
				}
				684 = {
					add_core_of = ROOT
				}
				723 = {
					add_core_of = ROOT
				}
				1080 = {
					add_core_of = ROOT
				}
				1081 = {
					add_core_of = ROOT
				}
				725 = {
					add_core_of = ROOT
				}
				726 = {
					add_core_of = ROOT
				}
				727 = {
					add_core_of = ROOT
				}
				734 = {
					add_core_of = ROOT
				}
				270 = {
					add_core_of = ROOT
				}
				948 = {
					add_core_of = ROOT
				}
				1071 = {
					add_core_of = ROOT
				}
				1072 = {
					add_core_of = ROOT
				}
			} {
				news_event = {
					id = lar_news.291
					hours = 6
				}
				set_global_flag = f
# ... (truncated)
### Entity: Event
Component: mtg_netherlands.28
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.28
	title = mtg_netherlands.28.t
	desc = mtg_netherlands.28.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.28.a
	}
}
### Entity: Idea
Component: PAL_fawzi_leadership_idea4
Constructs: army_defence_factor, army_attack_factor, removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_fawzi_leadership_idea4 = {
	picture = bul_zveno
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		breakthrough_factor = 0.05
		army_org_factor = 0.05
	}
}
### Entity: Joint Focus
Component: NORDIC_nuclear_production
Constructs: every_owned_state, prerequisite, limit, joint_focus, is_special_project_completed, is_controlled_by, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_nuclear_production
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = NORDIC_fill_the_infrastructure_gaps NORDIC_develop_resources
	} {
		focus = NORDIC_nuclear_research
	}
	mutually_exclusive = {
		focus = NORDIC_naval_construction NORDIC_railway_expansion
	}
	x = 0
	y = 2
	relative_position_id = NORDIC_nuclear_research
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		is_special_project_completed = sp:sp_nuclear_reactor
		num_researched_technologies = > 55
		num_of_civilian_factories = > 25
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = nuclear_reactor
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				is_special_project_completed = sp:sp_nuclear_reactor
			}
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = nuclear_reactor
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = nuclear_reactor
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: BUL_dar
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_dar = {
	picture = bul_dar
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		NOT = {
			has_completed_focus = BUL_prussia_of_the_balkans
		}
	}
	available = {
		has_completed_focus = BUL_darzhavna_aeroplanna_rabotilnitsa
	}
	research_bonus = {
		air_equipment = 0.1
	}
	traits = {
		light_aircraft_manufacturer
	}
	modifier = {
		custom_modifier_tooltip = BUL_national_military_designer_upgrade_tt
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: ARG_alberto_gilbert
Source: game
File: common/characters/ARG.txt

Code:
ARG_alberto_gilbert = {
	portraits = {
		army = {
			large = GFX_portrait_ARG_alberto_gilbert
			small = GFX_portrait_ARG_alberto_gilbert_small
		}
	}
	corps_commander = {
		traits = {
			armor_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ARG_alberto_gilbert
		ledger = army
		allowed = {
			original_tag = ARG
		}
		traits = {
			grand_battle_plan_expert
		}
	}
}
### Entity: Event
Component: wtt_burma_road.4
Constructs: is_triggered_only, add_offsite_building, set_variable, clear_variable
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_burma_road.4
	title = wtt_burma_road.4.t
	desc = wtt_burma_road.4.desc
	picture = GFX_report_event_burma_road
	is_triggered_only = yes
	option = {
		name = wtt_burma_road.4.a
		add_offsite_building = {
			type = arms_factory
			level = CHI_burma_road_closed_level
		}
		set_variable = {
			CHI_burma_road = CHI_burma_road_closed_level
		}
		clear_variable = CHI_burma_road_closed_level
	}
}
### Entity: Event
Component: r56.ger.24
Constructs: is_triggered_only, ai_chance, has_war, is_major, fire_only_once, add_state_core, set_global_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.24
	title = r56.ger.24.t
	desc = r56.ger.24.d
	picture = GFX_report_event_german_polish_border
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.ger.24.a
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				has_war = yes
			} {
				factor = 2
				is_major = yes
			}
		}
		GER = {
			transfer_state = 807 762
			add_state_core = 807 762
			country_event = r56.ger.23
		}
		transfer_state = 814 815 11 189
		activate_decision = form_commonwealth
	} {
		name = r56.ger.22.b
		ai_chance = {
			base = 25
		}
		set_global_flag = GER_dem_poland_trade_failed
		GER = {
			country_event = r56.ger.23
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_motorized_focus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_motorized_focus
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = FRA_battle_of_maneuver
	}
	x = 0
	y = 1
	relative_position_id = FRA_battle_of_maneuver
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_ideas = FRA_motorized_focus
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_military_industrial_complex
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, add_popularity, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_military_industrial_complex
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = LAT_lift_ban_on_perkonkrusts
	} {
		focus = LAT_fanatic_recruitment
	}
	x = 0
	y = 1
	relative_position_id = LAT_lift_ban_on_perkonkrusts
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.2
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_ideas = LAT_militarisation_idea
	}
}
### Entity: Unit Template
Component: NZL_ARM_01
Source: game
File: common/units/names_divisions/NZL_names_divisions.txt

Code:
NZL_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		NZL
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		NZL_CAV_01
	}
	fallback_name = %d Armoured Division
	ordered = {
		1 = {
			%dst NZ Armoured Division
		}
		2 = {
			%dnd NZ Armoured Division
		}
		3 = {
			%drd NZ Armoured Division
		}
		4 = {
			%dth NZ Armoured Division
		}
		5 = {
			%dth NZ Armoured Division
		}
		6 = {
			%dth NZ Armoured Division
		}
		7 = {
			%dth NZ Armoured Division
		}
		8 = {
			%dth NZ Armoured Division
		}
		9 = {
			%dth NZ Armoured Division
		}
		10 = {
			%dth NZ Armoured Division
		}
		11 = {
			%dth NZ Armoured Division
		}
		12 = {
			%dth NZ Armoured Division
		}
		13 = {
			%dth NZ Armoured Division
		}
		14 = {
			%dth NZ Armoured Division
		}
		15 = {
			%dth NZ Armoured Division
		}
		16 = {
			%dth NZ Armoured Division
		}
		17 = {
			%dth NZ Armoured Division
		}
		18 = {
			%dth NZ Armoured Division
		}
		19 = {
			%dth NZ Armoured Division
		}
		20 = {
			%dth NZ Armoured Division
		}
		21 = {
			%dst NZ Armoured Division
		}
		22 = {
			%dnd NZ Armoured Division
		}
		23 = {
			%drd NZ Armoured Division
		}
	}
}
### Entity: Event
Component: news.232
Constructs: is_triggered_only, has_war_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.232
	title = news.232.t
	desc = news.232.d
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			tag = GER
		}
	}
	option = {
		name = news.232.a
		trigger = {
			OR = {
				tag = DEN SWE NOR
			}
			NOT = {
				has_war_with = GER
			}
		}
	} {
		name = news.232.b
		trigger = {
			has_war_with = GER
		}
	} {
		name = news.232.c
		trigger = {
			NOT = {
				OR = {
					tag = DEN SWE NOR
					has_war_with = GER
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_claim_ukraine
Constructs: has_completed_focus, prerequisite, limit, has_war_with, has_country_flag, completion_reward, has_game_rule, is_subject
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_claim_ukraine
	icon = GFX_focus_HUN_the_kingdom_of_ukraine
	relative_position_id = CZE_intervene_in_the_ussr
	x = -2
	y = 2
	offset = {
		x = 2
		trigger = {
			OR = {
				has_completed_focus = CZE_work_with_germany CZE_aggressive_foreign_policy
			}
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	prerequisite = {
		focus = CZE_demand_corridor_to_ussr
	}
	mutually_exclusive = {
		focus = CZE_integrate_western_ukrainians
	} {
		focus = CZE_ally_russia
	}
	cost = 5
	available = {
		is_subject = no
		UKR = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
			any_core_state = {
				owner = {
					has_war_with = ROOT
				}
				region = 130
				is_controlled_by = ROOT
			}
		}
		91 = {
			is_controlled_by = ROOT
		}
		89 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					73 = {
						is_owned_by = ROOT
						is_core_of = ROOT
					}
				}
				set_country_flag = CZE_return_state_temp
			}
		} {
			if = {
				limit = {
					has_country_flag = CZE_return_state_temp
					73 = {
						is_owned_by = UKR
					}
				}
				transfer_state = 73
				add_state_core = 73
				clr_country_flag = CZE_return_state_temp
			}
		}
		release_puppet_on_controlled = UKR
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_increase_air_production
Constructs: prerequisite, completion_reward, unlock_mio_trait_tooltip, add_mio_funds
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_increase_air_production
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = NOR_anti_air_artillery_research NOR_invest_in_airfields
	}
	x = 2
	y = 1
	relative_position_id = NOR_anti_air_artillery_research
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	completion_reward = {
		mio:NOR_marinens_flyvebaatfabrikk_organization = {
			unlock_mio_trait_tooltip = DEN_mio_trait_standardized_production_flyvertroppernes
		} {
			add_mio_funds = 1000
		}
		mio:ENG_de_havilland_organization = {
			add_mio_funds = 500
		}
		mio:GER_messerschmitt_organization = {
			add_mio_funds = 500
		}
		mio:GER_heinkel_organization = {
			add_mio_funds = 500
		}
	}
}
### Entity: Modding Documentation
Construct: scientist
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### scientist
* description: The scientist that researches the project
### Entity: Misc Config
Component: african_states
Constructs: limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
african_states = {
	input = game:all_states
	operators = {
		limit = {
			is_on_continent = africa
		}
	}
}
### Entity: Name List
Component: ORO
Source: game
File: common/names/00_names.txt

Code:
ORO = {
	male = {
		names = {
			Gadisa Gudina Ifa Lelisa Lencho Moti Abdi Gammachuu Rabbirraa Tolasaa Warrihoo Wayyeessaa Fayyisaa Boonaa Galanaa Soreesa Hassen Kumaa Juneidi Abbaa Duulaa Alamaayyoo Mutaar Lammaa Shimallis
		}
	}
	female = {
		names = {
			Bontu Gadise Lelise Meti
		}
	}
	surnames = {
		Ali Dammaqsaa Sad Gammadaa Atoomsaa Madiir Magarsaa Abdiisaa
	}
	callsigns = {
		Oromo Gadaa Addis Abeba Bale
	}
}
### Entity: Character
Component: BOS_husein_isabegovic
Source: game
File: common/characters/BOS.txt

Code:
BOS_husein_isabegovic = {
	name = Husein Isabegović
	portraits = {
		civilian = {
			large = gfx/leaders/BOS/r56_portrait_BOS_Husein_Isabegovic.dds
		}
	}
	country_leader = {
		ideology = oligarchism
		traits = {
			landowner
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_renegotiate_teak_control
Constructs: prerequisite, limit, completion_reward, random_core_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_renegotiate_teak_control
	icon = GFX_goal_generic_construct_infrastructure
	x = 2
	y = 1
	relative_position_id = SIA_asian_financial_compact
	prerequisite = {
		focus = SIA_asian_financial_compact SIA_revision_of_unequal_treaties
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		controls_state = 869
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				869
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				869
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_the_defence_of_state
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_the_defence_of_state
	icon = GFX_goal_generic_nested_fortifications
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_confiscate_civilian_arms
	}
	cost = 5
	relative_position_id = PAL_confiscate_civilian_arms
	completion_reward = {
		add_timed_idea = {
			idea = deterrence
			days = 365
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_carabinieri
Constructs: division_template, prerequisite, limit, has_government, completion_reward, set_technology, has_tech, is_fully_controlled_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_carabinieri
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = ITA_fronte_militare_clandestino
	}
	mutually_exclusive = {
		focus = ITA_corpo_volontari_della_liberta
	}
	x = 2
	y = 0
	relative_position_id = ITA_corpo_volontari_della_liberta
	cost = 5
	bypass = {
		ITA_is_antifascist_civil_war_over = yes
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		show_unit_leaders_tooltip = ITA_ugo_luca ITA_giuseppe_pieche
		if = {
			limit = {
				NOT = {
					has_tech = tech_military_police
				}
			}
			set_technology = {
				tech_military_police = 1
				popup = no
			}
		} {
			limit = {
				capital_scope = {
					is_fully_controlled_by = ROOT
				}
			}
			capital_scope = {
				custom_effect_tooltip = ITA_the_carabinieri_spawn_divs_tt
				hidden_effect = {
					create_unit = {
						division = division_template = "Divisione di Carabinieri" start_experience_factor = 0.1 start_equipment_factor = 1.0
						owner = ROOT
						count = 5
					}
				}
			}
		}
		division_template = {
			name = Divisione di Carabinieri
			division_names_group = ITA_INF_01
			template_counter = 3
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				military_police = {
					x = 0
					y = 0
				}
				engineer = {
					x = 0
					y = 1
				}
			}
		}
		else = {
			random_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_fully_controlled_by = ROOT
				}
				custom_effect_tooltip = ITA_the_carabinieri_spawn_divs_tt
				hidden_effect = {
					create_unit = {
						division = division_template = "Divisione di Carabinieri" start_experience_factor = 0.1 start_equipment_factor = 1.0
						owner = ROOT
						count = 5
					}
				}
			}
		}
	}
}
### Entity: Event
Component: CHL_news_events.3
Constructs: is_triggered_only
Source: game
File: events/TOA_Chile.txt

Code:
news_event = {
	id = CHL_news_events.3
	title = CHL_news_events.3.t
	desc = CHL_news_events.3.d
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = CHL_news_events.3.a
		trigger = {
			NOT = {
				TAG = CHL
			}
		}
	} {
		name = CHL_news_events.3.b
		trigger = {
			TAG = CHL
		}
	}
}
### Entity: National Focus
Component: ah_production_effort_2
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_production_effort_2
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = ah_production_effort
	}
	x = 0
	y = 1
	relative_position_id = ah_production_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 90
Constructs: add_core_of
Source: game
File: history/states/90-Lwow.txt

Code:
state = {
	id = 90
	name = STATE_90
	manpower = 1835700
	state_category = town
	resources = {
		steel = 8
	}
	history = {
		victory_points = {
			11430 5
		} {
			3458 5
		}
		owner = POL
		buildings = {
			infrastructure = 3
		}
		add_core_of = POL
	}
	provinces = {
		562 3458 3497 3586 6416 11430 11532
	}
	local_supplies = 0.0
}