Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: JAP_pan_asian_union_idea
Constructs: has_government, removal_cost, compliance_gain
Source: game
File: common/ideas/japan.txt

Code:
JAP_pan_asian_union_idea = {
	picture = JAP_pan_asian_union
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		political_power_factor = 0.1
		justify_war_goal_time = -0.15
		compliance_gain = 0.02
		non_core_manpower = 0.02
		subjects_autonomy_gain = -0.2
	}
}
### Entity: National Focus
Component: fighter_command_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = fighter_command_focus
	prerequisite = {
		focus = air_rearmament_focus
	}
	icon = GFX_goal_generic_air_fighter
	x = -1
	y = 2
	relative_position_id = air_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			air_experience = 25
			add_tech_bonus = {
				name = fighter_command_focus
				bonus = 1.0
				uses = 2
				category = light_fighter cat_heavy_fighter
			}
		}
		else_if = {
			limit = {
				has_dlc = By Blood Alone
			}
			air_experience = 25
			add_tech_bonus = {
				name = fighter_command_focus
				bonus = 1.0
				uses = 1
				category = light_fighter cat_heavy_fighter
			}
			add_doctrine_cost_reduction = {
				name = fighter_command_focus
				cost_reduction = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}
}
### Entity: State History
Component: 834
Constructs: add_core_of
Source: game
File: history/states/834-Suhbaatar.txt

Code:
state = {
	id = 834
	name = Suhbaatar
	history = {
		owner = MON
		buildings = {
			infrastructure = 2
		}
		add_core_of = MON
	}
	provinces = {
		1743 4873 10575 10578 10647 12557 12629
	}
	manpower = 55000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_better_germany
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_better_germany
	icon = GFX_goal_AUS_vf_2
	relative_position_id = AUS_integrate_frontmilliz
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_integrate_frontmilliz
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_memories_of_februarkampfe_5
			add_idea = AUS_better_germany
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.43
Constructs: is_triggered_only, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.43
	title = BBA_italy_interaction_events.43.t
	desc = BBA_italy_interaction_events.43.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = BBA_italy_interaction_events.43.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ALeader_rank_1.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Leader_rank_1.png &#8206;(95 × 20 pixels, file size: 6 KB, MIME type: image/png)
### Entity: Character
Component: connected_politician
Source: game
File: common/country_leader/r56_traits.txt

Code:
connected_politician = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	high_command_cost_factor = -0.2
	air_chief_cost_factor = -0.2
	army_chief_cost_factor = -0.2
	navy_chief_cost_factor = -0.2
}
### Entity: AI Strategy
Component: AST_historical
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/AST_R56_historical_strategy_plan.txt

Code:
AST_historical = {
	name = R56 Australian historical plan
	desc = 
	allowed = {
		original_tag = AST
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = AST_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
			has_game_rule = {
				rule = AST_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	ai_national_focuses = {
		AST_R56_finish_railway_gauge_standardisation AST_R56_australian_wool_board AST_R56_incom_tax_assessment_act AST_R56_commonwealth_aricraft_corporation AST_R56_australian_iron_and_steel AST_R56_strengthen_the_coalition AST_R56_cac_wirraway AST_R56_citizen_military_forces AST_R56_connect_south_australia AST_R56_reaffirm_commonwelth_commitments AST_R56_greater_newcastle_act AST_R56_strengthen_british_ties AST_R56_expand_lithgow AST_R56_airbase_expansion AST_R56_csir AST_R56_industries_assistance_corporation AST_R56_the_owen_gun AST_R56_national_stock_exchange_of_australia AST_R56_government_aircraft_factories AST_R56_royal_australian_artilery AST_R56_national_security_act AST_R56_department_of_defence_coordination AST_R56_empire_air_training_scheme AST_R56_south_west_pacific_area_command AST_R56_advisory_war_council AST_R56_dingo_scout_car AST_R56_womens_auxiliary_australian_air_force AST_R56_the_labor_government AST_R56_sentinal_tank AST_R56_australian_womans_army_service AST_R56_cac_woomera AST_R56_volunteer_air_observers_corps AST_R56_cac_boomerang AST_R56_allied_works_council AST_R56_army_inventions_board AST_R56_civil_constructional_corps AST_R56_australian_womans_land_army AST_R56_statute_of_westminster AST_R56_hmas_assault AST_R56_australian_army_catering_corps AST_R56_squash_the_squander_bugs AST_R56_services_reconnaissance_department AST_R56_rebuild_cockatoo_island AST_R56_fight_work_or_perish AST_R56_z_special_unit AST_R56_jungle_warfare_training AST_R56_m_special_unit AST_R56_overseas_telecommunications_commission
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		dd_tech = 5
	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ETH_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 11
	}
	location = 12812
	division_template = Infantry Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: pol_focus
Component: POL_expand_northern_rail
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, build_railway, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_expand_northern_rail
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = POL_integrate_gdansk_industries POL_expand_gdynia_seaport
	}
	x = 1
	y = 1
	relative_position_id = POL_expand_gdynia_seaport
	cost = 10
	ai_will_do = {
		factor = 10
	}
	bypass = {
		85 = {
			controls_or_subject_of = no
		}
		807 = {
			controls_or_subject_of = no
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = POL_clamp_down_on_danzig
				controls_state = 85
			}
			build_railway = {
				path = {
					6321 3295 3324 389 362
				}
			}
		}
		else_if = {
			limit = {
				controls_state = 807
			}
			build_railway = {
				path = {
					279 3324 389 9263
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				85
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_political_power = 50
	}
}
### Entity: Balance of Power
Component: LUX_neutrality_balance
Constructs: army_defence_factor, stability_factor, war_support_factor, army_attack_factor
Source: game
File: common/bop/LUX.txt

Code:
LUX_neutrality_balance = {
	initial_value = 0.25
	left_side = LUX_neutrality_balance_rearmament
	right_side = LUX_neutrality_balance_neutrality
	decision_category = LUX_neutrality_balance_decision_category
	range = {
		id = LUX_neutrality_balance_middle
		min = -0.1
		max = 0.1
		modifier = {
			political_power_factor = 0.05
		}
		on_activate = {

		}
		on_deactivate = {

		}
	}
	side = {
		id = LUX_neutrality_balance_rearmament
		icon = GFX_bop_DEN_warfare_side
		range = {
			id = LUX_neutrality_balance_heavy_rearmament
			min = -1.0
			max = -0.8
			modifier = {
				stability_factor = -0.3
				war_support_factor = 0.35
				consumer_goods_factor = 0.2
				production_speed_industrial_complex_factor = -0.3
				production_speed_infrastructure_factor = -0.3
				production_speed_arms_factory_factor = 0.2
				army_core_attack_factor = 0.15
				army_core_defence_factor = 0.2
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = LUX_neutrality_balance_medium_rearmament
			min = -0.8
			max = -0.6
			modifier = {
				stability_factor = -0.2
				war_support_factor = 0.25
				consumer_goods_factor = 0.1
				production_speed_industrial_complex_factor = -0.2
				production_speed_infrastructure_factor = -0.2
				production_speed_arms_factory_factor = 0.15
				army_core_attack_factor = 0.1
				army_core_defence_factor = 0.15
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = LUX_neutrality_balance_light_rearmament
			min = -0.6
			max = -0.4
			modifier = {
				stability_factor = -0.1
				war_support_factor = 0.15
				consumer_goods_factor = 0.05
				production_speed_industrial_complex_factor = -0.1
				production_speed_infrastructure_factor = -0.1
				production_speed_arms_factory_factor = 0.1
				army_core_attack_factor = 0.05
				army_core_defence_factor = 0.1
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = LUX_neutrality_balance_diplomatic_initiatives
			min = -0.4
			max = -0.1
			modifier = {
				stability_factor = -0.05
				war_support_factor = 0.05
				guarantee_tension = -0.2
				join_faction_tension = -0.2
				hidden_modifier = {
					ai_get_ally_desire_factor = 30
				}
			}
			on_activate = {

			}
			on_deactivate = {

			}
		}
	} {
		id = LUX_neutrality_balance_neutrality
		icon = GFX_bop_SWI_centralization_canton_side
		range = {
			id = LUX_neutrality_balance_reinforce_neutrality
			min = 0.1
			m
# ... (truncated)
### Entity: Music Config
Component: base_music/allies_war_2
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = allies_war_2
	chance = {
		modifier = {
			factor = 2
			has_war = yes
			has_government = democratic
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_curb_political_militias
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, add_political_power, add_popularity, has_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_curb_political_militias
	prerequisite = {
		focus = POR_restore_civil_liberties
	}
	icon = GFX_focus_generic_court
	cost = 8
	x = -1
	y = 1
	relative_position_id = POR_restore_civil_liberties
	available = {
		NOT = {
			has_completed_focus = POR_empower_socialist_organizations
		}
	}
	completion_reward = {
		add_political_power = 45
		add_popularity = {
			ideology = communism
			popularity = -0.04
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		if = {
			limit = {
				has_idea = POR_reactionary_resistance2
			}
			swap_ideas = {
				remove_idea = POR_reactionary_resistance2
				add_idea = POR_reactionary_resistance3
			}
		}
		else_if = {
			limit = {
				has_idea = POR_reactionary_resistance3
			}
			remove_ideas = POR_reactionary_resistance3
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_timed_idea = {
				idea = POR_reactionary_resistance4
				days = 365
			}
		}
		else = {
			swap_ideas = {
				remove_idea = POR_reactionary_resistance
				add_idea = POR_reactionary_resistance2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: SIA_illiteracy_r56
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_illiteracy_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	} {
		always = yes
	}
	removal_cost = -1
	picture = poor_literacy
	modifier = {
		research_speed_factor = -0.12
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_our_natural_resources
Constructs: prerequisite, add_stability, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_our_natural_resources
	icon = GFX_goal_generic_all_resource
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = PRU_implement_autarky
	}
	mutually_exclusive = {
		focus = PRU_the_peruvian_industry
	}
	relative_position_id = PRU_implement_autarky
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_stagnant_economy_2
			add_idea = PRU_good_economy_au
		}
		add_stability = 0.1
	}
}
### Entity: Idea
Component: MEX_international_peacekeepers
Constructs: removal_cost, democratic_drift, send_volunteer_divisions_required
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_international_peacekeepers = {
	name = MEX_international_peacekeepers
	picture = generic_flexible_foreign_policy2
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = 0.1
		send_volunteer_divisions_required = -1
		enemy_justify_war_goal_time = 1.0
	}
}
### Entity: Scripted Effect
Component: CZE_vsv_idea_go_up
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_vsv_idea_go_up = {
	if = {
		limit = {
			has_idea = CZE_elevate_the_vsv_idea_4
		}
		swap_ideas = {
			remove_idea = CZE_elevate_the_vsv_idea_4
			add_idea = CZE_elevate_the_vsv_idea_5
		}
	} {
		limit = {
			has_idea = CZE_elevate_the_vsv_idea_3
		}
		swap_ideas = {
			remove_idea = CZE_elevate_the_vsv_idea_3
			add_idea = CZE_elevate_the_vsv_idea_4
		}
	}
	else_if = {
		limit = {
			has_idea = CZE_elevate_the_vsv_idea_2
		}
		swap_ideas = {
			remove_idea = CZE_elevate_the_vsv_idea_2
			add_idea = CZE_elevate_the_vsv_idea_3
		}
	} {
		limit = {
			has_idea = CZE_elevate_the_vsv_idea_1
		}
		swap_ideas = {
			remove_idea = CZE_elevate_the_vsv_idea_1
			add_idea = CZE_elevate_the_vsv_idea_2
		}
	}
	else = {
		add_ideas = CZE_elevate_the_vsv_idea_1
	}
}
### Entity: Event
Component: wtt_britain_lease_azores.2
Constructs: is_triggered_only
Source: game
File: events/WTT_Britain.txt

Code:
country_event = {
	id = wtt_britain_lease_azores.2
	title = wtt_britain_lease_azores.2.t
	desc = wtt_britain_lease_azores.2.desc
	picture = GFX_report_event_usa_heavy_cruiser
	is_triggered_only = yes
	option = {
		name = wtt_britain_lease_azores.2.a
	}
}
### Entity: Character
Component: GEO_grigol_robakidze
Source: game
File: common/characters/GEO.txt

Code:
GEO_grigol_robakidze = {
	name = GEO_grigol_robakidze
	portraits = {
		civilian = {
			large = GFX_portrait_GEO_grigol_robakidze
			small = GFX_portrait_GEO_grigol_robakidze_small
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1960.1.1
		id = -1
		traits = {
			georgian_irredentist_writer
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_celtic_carriers
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, is_controlled_by, add_tech_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_celtic_carriers
	icon = GFX_goal_generic_navy_carrier
	relative_position_id = CEL_naval_buildup
	cost = 10
	prerequisite = {
		focus = CEL_naval_buildup
	}
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = FRA_carrier_focus
			bonus = 1
			uses = 2
			category = cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Component: soviet_focus_old
Constructs: has_completed_focus, division_template, create_country_leader, add_equipment_to_stockpile, prerequisite, has_war, limit, random_country
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus_tree = {
	id = soviet_focus_old
	country = {
		factor = 0
		modifier = {
			add = 100
			tag = SOV
			has_global_flag = sov_old_focus_tree
		}
	}
	continuous_focus_position = {
		x = 400
		y = 850
	}
	default = no
	focus = {
		id = SOV_finish_the_five_year_plan_old
		text = SOV_finish_the_five_year_plan
		icon = GFX_five_year_plan_continue
		x = -3
		y = 0
		cost = 10
		ai_will_do = {
			factor = 20
		}
		available = {
			has_full_control_of_state = 219 195 217
		}
		bypass = {
			has_country_flag = SOV_five_year_punishment_fired
		}
		select_effect = {
			country_event = {
				id = r56.soviet.1
				days = 1
			}
		}
		complete_tooltip = {
			195 = {
				if = {
					limit = {
						has_state_flag = SOV_finished_five_year_plan
					}
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
			219 = {
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			217 = {
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				prioritize = {
					195
				}
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
					is_core_of = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = SOV_finished_five_year_plan
			} {
				prioritize = {
					219
				}
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
					is_core_of = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			} {
				prioritize = {
					217
				}
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
					is_core_of = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_constr
# ... (truncated)
### Entity: Character
Component: eager_collaborator
Constructs: send_volunteer_size
Source: game
File: common/country_leader/00_traits.txt

Code:
eager_collaborator = {
	random = yes
	send_volunteer_size = 2
	improve_relations_maintain_cost_factor = -1
	fascism_acceptance = 75
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_improve_mining_facilities
Constructs: prerequisite, add_ideas, completion_reward, has_idea, add_tech_bonus, industrial_bonus, add_resource
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_improve_mining_facilities
	icon = GFX_focus_generic_steel
	x = 1
	y = 1
	cost = 7.2
	relative_position_id = MON_build_energokombinat
	prerequisite = {
		focus = MON_build_energokombinat
	}
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		MON_mongol_bank_funds_increase = yes
		add_ideas = MON_improved_mining_facilities_idea
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = steel_tech
		}
		add_resource = {
			type = steel
			amount = 3
			state = 820
		} {
			type = steel
			amount = 2
			state = 819
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_appoint_a_peruvian_monarch
Constructs: prerequisite, remove_ideas, completion_reward, set_politics, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_appoint_a_peruvian_monarch
	prerequisite = {
		focus = PRU_delay_elections
	}
	icon = GFX_goal_PRU_miro_quesada
	mutually_exclusive = {
		focus = PRU_the_problem_of_the_quechuas
	} {
		focus = PRU_invite_carlos
	}
	relative_position_id = PRU_look_to_the_past
	x = 0
	y = 2
	cost = 3
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		hidden_effect = {
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			set_country_flag = PRU_no_peru_bolivia
		}
		remove_ideas = PRU_apra_revolution
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Joint Focus
Component: CONGO_smuggle_diamonds
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_smuggle_diamonds
	dynamic = yes
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = CONGO_bakwanga_mine
	}
	relative_position_id = CONGO_forminiere
	x = 0
	y = 5
	cost = 10
	text_icon = CONGO_COG_focus_style
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	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
			}
			random_state = {
				limit = {
					is_core_of = COG
					is_fully_controlled_by = COG
					is_owned_by = COG
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					538
				}
				add_extra_state_shared_building_slots = 1
			} {
				limit = {
					is_core_of = COG
					is_fully_controlled_by = COG
					is_owned_by = COG
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					890
				}
				add_extra_state_shared_building_slots = 1
			} {
				limit = {
					is_core_of = COG
					is_fully_controlled_by = COG
					is_owned_by = COG
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					888
				}
				add_extra_state_shared_building_slots = 1
			} {
				limit = {
					is_core_of = COG
					is_fully_controlled_by = COG
					is_owned_by = COG
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					889
				}
				add_extra_state_shared_building_slots = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CONGO_smuggle_diamonds_tt
			add_autonomy_score = {
				value = 250
				localization = CONGO_smuggle_diamonds
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_state = {
				limit = {
					is_core_of = COG
					is_fully_controlled_by = COG
					is_owned_by = COG
					free_building_slots = {
						building = industrial_c
# ... (truncated)
### Entity: Character
Component: naval_military_youth
Source: game
File: common/country_leader/r56_traits.txt

Code:
naval_military_youth = {
	sprite = 14
	random = no
	political_power_factor = 0.05
	conscription = 0.003
	command_cap_increase = 30
	ai_will_do = {
		factor = 500
	}
}
### Entity: Modding Documentation
Construct: ai_attitude_hostile_weight
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_attitude_hostile_weight
* description: weight for an ai attitude attitude_hostileagainst country. Example: GER.ai_attitude_hostile_weight@ENG