Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AST_horace_robertson
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_horace_robertson = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_horace_robertson
		portraits = {
			army = {
				large = GFX_portrait_AST_horace_robertson
				small = GFX_portrait_AST_horace_robertson_small
			}
		}
		corps_commander = {
			visible = {
				has_completed_focus = AST_overseas_loyalties
			}
			traits = {
				panzer_leader expeditionary_leader_trait
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_horace_robertson
		portraits = {
			army = {
				large = GFX_AST_horace_robertson
				small = GFX_portrait_AST_horace_robertson_small
			}
		}
		corps_commander = {
			traits = {
				desert_fox
			}
			skill = 3
			attack_skill = 3
			defense_skill = 1
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/MAN_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = MAN
		}
		requested_factories = 1
		progress = 0.52
		efficiency = 100
		industrial_manufacturer = mio:CHI_mukden_arsenal_organization
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_war_of_independence
Constructs: has_completed_focus, prerequisite, limit, has_war_with, has_country_flag, completion_reward, is_subject_of, set_autonomy
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_war_of_independence
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = PHI_secure_japanese_guarantees PHI_hispanic_overtures
	}
	relative_position_id = PHI_secure_japanese_guarantees
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			has_completed_focus = PHI_hispanic_overtures
			NOT = {
				any_other_country = {
					has_country_flag = PHI_agreed_to_ally
				}
			}
		} {
			factor = 5
			has_completed_focus = PHI_hispanic_overtures
			any_other_country = {
				has_country_flag = PHI_agreed_to_ally
			}
		}
	}
	available = {
		is_subject_of = USA
	}
	bypass = {
		NOT = {
			is_subject_of = USA
		}
	}
	available_if_capitulated = no
	completion_reward = {
		USA = {
			set_autonomy = {
				target = ROOT
				autonomous_state = autonomy_free
				end_wars = yes
				end_civil_wars = no
			}
			leave_faction = yes
			country_event = {
				id = SEA_PHI_political_events.48
			}
		}
		if = {
			limit = {
				has_country_flag = PHI_japan_independence_help
				JAP = {
					exists = yes
					is_subject = no
					NOT = {
						is_in_faction_with = USA
					}
				}
			}
			JAP = {
				give_guarantee = ROOT
				if = {
					limit = {
						is_faction_leader = yes
					}
					add_to_faction = ROOT
				}
			}
		}
		else_if = {
			limit = {
				has_completed_focus = PHI_hispanic_overtures
			}
			create_faction = PHI_hispanic_coalition
			every_other_country = {
				limit = {
					has_country_flag = PHI_agreed_to_ally
					NOT = {
						has_war_with = ROOT
					}
					is_subject = no
					is_in_faction = no
				}
				ROOT = {
					add_to_faction = PREV
				}
			}
		}
		custom_effect_tooltip = if_they_refuse_tt
		effect_tooltip = {
			USA = {
				create_wargoal = {
					target = ROOT
					type = puppet_wargoal_focus
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				unlock_decision_tooltip = PHI_peace_with_philippines
				if = {
					limit = {
						is_ai = yes
					}
					custom_effect_tooltip = generic_skip_one_line_tt PHI_will_take_peace_decision
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Name List
Component: WGR
Source: game
File: common/names/r56_names.txt

Code:
WGR = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Germany Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: Decision
Component: SOV_great_patriotic_war
Constructs: limit, has_government, owns_state, has_war_with, fire_only_once, has_full_control_of_state, remove_effect, annex_country
Source: game
File: common/decisions/r56_SOV_decisions.txt

Code:
SOV_great_patriotic_war = {
	ARM_retake_armenia = {
		icon = oppression
		available = {
			has_full_control_of_state = 230
		}
		allowed = {
			original_tag = SOV
		}
		cost = 50
		fire_only_once = yes
		days_remove = 200
		ai_will_do = {
			factor = 10
		}
		visible = {
			has_government = communism
			original_tag = SOV
			ARM = {
				exists = yes
				has_war_with = SOV
				owns_state = 230
			}
		}
		remove_effect = {
			annex_country = {
				target = ARM
			}
		}
	}
	AZR_retake_azerbaijan = {
		icon = oppression
		available = {
			has_full_control_of_state = 229
		}
		cost = 50
		days_remove = 200
		ai_will_do = {
			factor = 10
		}
		allowed = {
			original_tag = SOV
		}
		visible = {
			has_government = communism
			original_tag = SOV
			AZR = {
				exists = yes
				has_war_with = SOV
				owns_state = 229
			}
		}
		remove_effect = {
			annex_country = {
				target = AZR
			}
		}
	}
	GEO_retake_georgia = {
		icon = oppression
		available = {
			has_full_control_of_state = 231
		}
		cost = 50
		days_remove = 200
		ai_will_do = {
			factor = 10
		}
		allowed = {
			original_tag = SOV
		}
		visible = {
			has_government = communism
			original_tag = SOV
			GEO = {
				exists = yes
				has_war_with = SOV
				owns_state = 231
			}
		}
		remove_effect = {
			annex_country = {
				target = GEO
			}
		}
	}
	shatter_transcaucasia = {
		icon = oppression
		available = {
			has_full_control_of_state = 229 230 231
		}
		cost = 100
		days_remove = 200
		ai_will_do = {
			factor = 10
		}
		allowed = {
			original_tag = SOV
		}
		visible = {
			has_government = communism
			original_tag = SOV
			OR = {
				GEO = {
					exists = yes
					has_war_with = SOV
					owns_state = 229 230 231
				}
				ARM = {
					exists = yes
					has_war_with = SOV
					owns_state = 229 230 231
				}
				AZR = {
					exists = yes
					has_war_with = SOV
					owns_state = 229 230 231
				}
			}
		}
		remove_effect = {
			if = {
				limit = {
					ARM = {
						owns_state = 229 230 231
					}
				}
				annex_country = {
					target = ARM
				}
			}
			else_if = {
				limit = {
					AZR = {
						owns_state = 229 230 231
					}
				}
				annex_country = {
					target = AZR
				}
			} {
				limit = {
					GEO = {
						owns_state = 229 230 231
					}
				}
				annex_country = {
					target = GEO
				}
			}
		}
	}
}
### Entity: Idea
Component: ITA_political_reforms_intelligence
Constructs: has_completed_focus, stability_factor, has_government, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_political_reforms_intelligence = {
	name = ITA_political_reforms
	removal_cost = -1
	picture = generic_constitutional_guarantees
	allowed = {
		original_tag = ITA
		NOT = {
			has_government = fascism
		} {
			has_government = neutrality
		}
	}
	allowed_civil_war = {
		has_completed_focus = ITA_monarchia_d_italia
	}
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.1
		operative_slot = 1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AUnsigned.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Unsigned:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Unsigned/doc ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Unsigned"
### Entity: AI Strategy
Component: SWE_aid_china_strategy
Constructs: has_completed_focus, has_war, has_government, has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule, has_defensive_war_with
Source: game
File: common/ai_strategy_plans/SWE_r56_historical_strategy_plan.txt

Code:
SWE_aid_china_strategy = {
	name = Send 'Money' to China Plan
	desc = Sweden sent an amount equalling to roughly $575 000 USD to China
	allowed = {
		original_tag = SWE
	}
	enable = {
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = R56_SWE_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = SWE_AI_RANDOM_DEMOCRATIC_HISTORICAL
			has_game_rule = {
				rule = R56_SWE_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
		CHI = {
			has_defensive_war_with = JAP
			has_government = neutrality
			NOT = {
				has_completed_focus = KMT_the_tianmen_square_coup
			}
		}
	}
	abort = {
		OR = {
			has_government = fascism communism neutrality
			AND = {
				has_government = democratic
				has_war = yes
			}
		}
		CHI = {
			NOT = {
				has_defensive_war_with = JAP
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = CHI
		value = 100
	} {
		type = send_lend_lease_desire
		id = CHI
		value = 200
	}
}
### Entity: Achievement
Component: the_pope_how_many_divisions_does_he_have
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_pope_how_many_divisions_does_he_have = {
	id = 138
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SOV
	}
	happened = {
		SOV = {
			controls_state = 2
		}
	}
}
### Entity: Modding Documentation
Construct: createarmygroup
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## createarmygroup

Create field marshal group from selected groups
### Entity: National Focus
Tree: pru_focus
Component: PRU_invite_soviet_military_mission
Constructs: prerequisite, add_ideas, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_invite_soviet_military_mission
	prerequisite = {
		focus = PRU_italian_guns
	}
	icon = GFX_socialist_science
	x = 1
	y = 1
	relative_position_id = PRU_italian_guns
	cost = 10
	available = {
		SOV = {
			exists = yes
			has_government = ROOT
			NOT = {
				has_war_with = PRU
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 7
		add_ideas = PRU_soviet_military_mission
		PRU_increase_army_25_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_wake_up_a_giant
Constructs: prerequisite, add_ideas, add_stability, completion_reward, set_rule
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_wake_up_a_giant
	prerequisite = {
		focus = PRU_a_new_peru
	}
	icon = GFX_focus_generic_army_modernizations
	x = -1
	y = 5
	relative_position_id = PRU_select_a_successor_for_benavides
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_stability = 0.05
		add_ideas = PRU_wake_up
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: MEX_plutarco_calles
Source: game
File: common/characters/MEX.txt

Code:
MEX_plutarco_calles = {
	name = MEX_plutarco_calles
	portraits = {
		army = {
			large = GFX_portrait_MEX_calles_military
			small = GFX_idea_MEX_plutarco_calles
		}
		civilian = {
			large = GFX_portrait_MEX_calles_civil
		}
	}
}
### Entity: Modifier Reference
Component: NOR_prep_fasc_dmod_1
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_prep_fasc_dmod_1 = {
	enable = {
		always = yes
	}
	remove_trigger = {
		NOR_prep_fasc_mod_remove_trigger = yes
	}
	icon = GFX_modifiers_NOR_fascism
	recruitable_population_factor = 0.05
	state_production_speed_buildings_factor = -0.15
	local_factories = NOR_prep_fasc_dmod_factories
	local_supplies = NOR_prep_fasc_dmod_local_supplies
}
### Entity: Shared Focus
Tree: bal_focus
Component: BAL_UNIFIED_baltic_unification
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_stability, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/r56_baltic_shared.txt

Code:
shared_focus = {
	id = BAL_UNIFIED_baltic_unification
	icon = GFX_rt56_goal_baltic_union
	cost = 5
	prerequisite = {

	}
	allow_branch = {
		OR = {
			original_tag = EST LIT LAT
		}
	}
	x = 48
	y = 0
	offset = {
		x = -34
		y = 4
		trigger = {
			has_focus_tree = lithuania_focus
		}
	} {
		x = -14
		y = 6
		trigger = {
			has_focus_tree = latvian_focus
		}
	} {
		x = -23
		y = 8
		trigger = {
			has_focus_tree = latvia_tree
		}
	} {
		x = -22
		y = 0
		trigger = {
			has_focus_tree = estonia_tree
		}
	}
	ai_will_do = {
		factor = 50
	}
	text_icon = NORDIC_focus_style
	available = {
		if = {
			limit = {
				original_tag = EST
				has_dlc = No Step Back
				has_global_flag = EST_vanilla_focus_tree
			}
			NOT = {
				has_completed_focus = EST_unite_our_nations
			}
		}
		NOT = {
			has_idea = generic_recent_political_unification
		}
		custom_trigger_tooltip = {
			tooltip = is_baltic_union_tt
			has_cosmetic_tag = BAL_UNIFIED
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: EAI_PC_rocket_site
Constructs: limit, has_country_flag, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_rocket_site = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_RSITE
	} {
		_project_type_id = @EAI_PC_rocket_site_TYPE_ID
	} {
		_project_priority = @EAI_PC_rocket_site_PRIO
	} {
		_project_replace_shared = 1
	}
	EAI_PC_rocket_site_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_rocket_site_STRATEGIES = 1
			} {
				queued_type_num_ = < 2
			}
			set_temp_variable = {
				_get_queued_num_building_type = _project_building_type
			} {
				_get_queued_num_type_id = _project_type_id
			}
			EAI_PC_get_total_queued_num = yes
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_rocket_site
		}
		for_each_scope_loop = {
			array = _target_states_
			if = {
				limit = {
					check_variable = {
						building_level@rocket_site = < 1
					}
					NOT = {
						EAI_PC_has_same_type_project_here = yes
					}
				}
				EAI_PC_start_project = yes
				set_temp_variable = {
					break = 1
				}
			}
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_towards_a_free_southeast_asia
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, completion_reward, has_army_manpower, has_war_with_major
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_towards_a_free_southeast_asia
	icon = GFX_goal_generic_revolt
	cost = 10
	prerequisite = {
		focus = PHI_liberate_the_indonesians
	} {
		focus = PHI_steal_the_pearl_of_the_east
	}
	relative_position_id = PHI_liberate_the_indonesians
	x = -1
	y = 1
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_army_manpower = {
				size = > 249999
			}
			ENG = {
				has_war_with_major = yes
			}
		}
	}
	available = {
		is_subject = no
		any_other_country = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
				has_government = communism
			}
			OR = {
				original_tag = BRM SIA FRI MAL INS
			}
		}
	}
	will_lead_to_war_with = BRM SIA FRI MAL INS
	completion_reward = {
		add_war_support = 0.05
		every_other_country = {
			limit = {
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
					has_government = communism
				}
				OR = {
					original_tag = BRM SIA FRI MAL INS
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = liberate_wargoal
					expire = 0
				}
			}
		}
	}
}
### Entity: Character
Component: democratic_defender
Source: game
File: common/country_leader/r56_traits.txt

Code:
democratic_defender = {
	random = no
	ai_focus_defense_factor = 0.5
}
### Entity: Event
Component: r56_iraq.6
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq.6
	title = r56_iraq.6.t
	desc = r56_iraq.6.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = r56_iraq.6.a
		ai_chance = {
			base = 85
		}
		IRQ = {
			country_event = {
				id = r56_iraq.8
			}
		}
	} {
		name = r56_iraq.6.b
		ai_chance = {
			base = 15
			modifier = {
				country_exists = ISR
				factor = 100
			}
		}
		IRQ = {
			country_event = {
				id = r56_iraq.7
			}
		}
	}
}
### Entity: Character
Component: HAI_jacques_soulouque
Source: game
File: common/characters/HAI.txt

Code:
HAI_jacques_soulouque = {
	name = Jacques Soulouque
	portraits = {
		civilian = {
			large = GFX_portrait_Jacques_Soulouque
		}
	}
	country_leader = {
		ideology = centrism
		traits = {
			national_integralist retired_officer
		}
		expire = 1942.1.1.12
		id = -1
	}
}
### Entity: AI Strategy
Component: PER_imperial_plan
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/PER_alternate_strategy_plan.txt

Code:
PER_imperial_plan = {
	name = Iran Imperial Plan
	desc = 
	allowed = {
		original_tag = PER
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = PER_AI_RANDOM_IMPERIAL
			has_game_rule = {
				rule = PER_AI_BEHAVIOR
				option = IMPERIAL_PER
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SSB_expand_irans_military_infrastructure SSB_expand_iranian_oil_fields PER_the_pahlavi_imperium PER_legacy_of_greatness PER_forced_secularization PER_modernizing_iran PER_restructure_army PER_expand_imperial_guard PER_develop_oil_fields SSB_military_cooperation SSB_economic_cooperation PER_root_out_conspiracies PER_absolute_monarchy PER_imperial_funded_universities PER_rapid_industrialization PER_tehran_power_plant PER_assessing_the_opposition PER_form_oil_company PER_oil_baron SSB_joint_military_exercises PER_adult_literacy PER_develop_cities PER_expand_military_facilities PER_foreign_retraining PER_establish_motor_arms PER_the_unification_initiative PER_first_iranian_empire SSB_the_saadabad_pact SSB_expand_road_and_rail_connections SSB_coordinate_military_production PER_clamp_kurdish_dissidence PER_clamp_azerbaijani_dissidence PER_state_atheism PER_take_regional_tour PER_embrace_industrial_powers PER_modernize_iran_economy SSB_combined_arms SSB_saadabad_research_cooperation PER_national_museum PER_shiraz_university PER_educational_reforms PER_trans_iranian_railway PER_expand_tabriz_masshad PER_expand_tehran_emam PER_expand_tehran_abbas PER_imperial_expansionism PER_tehran_moscow_pact PER_metropolitan_iran PER_establish_special_unit PER_czech_tanks PER_future_of_war PER_demand_iraqi_territory PER_demand_afghan_territory PER_establish_airforce PER_pilot_training PER_establish_the_navy PER_war_plan_xerxes PER_reclaim_turkish_peninsula PER_reintegrate_anatolia
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_appropriate_harland_and_wolff
Constructs: shared_focus, prerequisite, limit, completion_reward, is_controlled_by, is_core_of, random_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_appropriate_harland_and_wolff
	icon = GFX_focus_POL_develop_polish_shipbuilding
	cost = 10
	prerequisite = {
		focus = CEL_develop_ireland
	}
	relative_position_id = CEL_develop_ireland
	x = 0
	y = 1
	ai_will_do = {
		factor = 5
	}
	text_icon = NORDIC_focus_style
	available = {
		119 = {
			is_controlled_by = ROOT
			is_core_of = ROOT
		}
	}
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				119
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				119
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_30
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_30 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 30
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 30
	}
}
### Entity: Order of Battle
Component: 13. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 13. Kuva-yi Milliye Tugayi
	location = 3905
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Idea
Component: ITA_public_questions_war_effort_idea_communism
Constructs: has_government, has_global_flag, removal_cost, communism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_public_questions_war_effort_idea_communism = {
	name = ITA_public_questions_war_effort_idea
	picture = EST_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.3
		war_support_weekly = -0.01
		communism_drift = -0.01
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.52
Constructs: is_triggered_only, ai_chance, add_stability, add_popularity
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.52
	title = AAT_Sweden_flashpoints.52.t
	desc = AAT_Sweden_flashpoints.52.desc
	picture = GFX_report_event_SWE_internment_camp
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.52.a
		ai_chance = {
			base = 10
		}
		add_stability = -0.1
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		custom_effect_tooltip = AAT_Sweden_flashpoints_civil_war_tt
	} {
		name = AAT_Sweden_flashpoints.52.b
		ai_chance = {
			base = 10
		}
		add_stability = 0.5
	}
}