Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: SSI
Component: SSI_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SSI - Siak.txt

Code:
# Politics & Parties for SSI
set_politics = {
	ruling_party = neutrality
	last_election = 1930.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 5
	communism = 5
	neutrality = 90
	fascism = 0
}
### Entity: Scripted Effect
Component: GER_monarchist_bop_very_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_monarchist_bop_very_low_decrease_effect = {
	add_power_balance_value = {
		id = GER_monarchist_power_balance
		value = -0.05
	}
}
### Entity: Character
Component: TRI_spiritual_baptist
Constructs: communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
TRI_spiritual_baptist = {
	random = no
	political_power_factor = 0.15
	communism_drift = 0.05
}
### Entity: AI Strategy
Component: EAI_ESPIONAGE_quiet_network_mission
Constructs: check_variable, is_running_operation, is_preparing_operation, has_finished_collecting_for_operation, build_intel_network
Source: game
File: common/ai_strategy/EAI_ESPIONAGE_strategies.txt

Code:
EAI_ESPIONAGE_quiet_network_mission = {
	enable = {
		NOT = {
			check_variable = {
				EAI_operation_target = 0
			}
		}
		check_variable = {
			EAI_ESP_available_operatives = > 0
		}
		OR = {
			is_running_operation = {
				target = var:EAI_operation_target
				operation = var:EAI_operation_type
			}
			is_preparing_operation = {
				target = var:EAI_operation_target
				operation = var:EAI_operation_type
			}
			has_finished_collecting_for_operation = {
				target = var:EAI_operation_target
				operation = var:EAI_operation_type
			}
			NOT = {
				network_strength = {
					target = var:EAI_operation_target
					value = < global.EAI_OPERATION_NETWORK_REQUIREMENT^EAI_operation_type
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_mission
		mission = quiet_network
		value = 10000
		mission_target = var:EAI_operation_target
		num_operatives = 1
	} {
		type = operative_mission
		mission = build_intel_network
		value = -10000
		mission_target = var:EAI_operation_target
		num_operatives = 1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_pankhurst_walsh
Constructs: prerequisite, completion_reward, add_political_power, add_to_variable, add_country_leader_role, set_party_name, set_character_flag
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_pankhurst_walsh
	icon = GFX_focus_AST_pankhurst_walsh
	prerequisite = {
		focus = AST_australia_first
	}
	mutually_exclusive = {
		focus = AST_stephensen
	}
	relative_position_id = AST_australia_first
	x = -7
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt AST_australia_first_spirit_tt generic_skip_one_line_tt AST_stephensen_tt
		add_to_variable = {
			AST_australia_first_fascism_drift = 0.02
			tooltip = fascism_drift_tt
		}
		add_country_leader_role = {
			character = AST_adela_walsh
			promote_leader = yes
			country_leader = {
				ideology = fascism_ideology
				expire = 1989.1.1.1
			}
		}
		set_party_name = {
			ideology = fascism
			name = AST_australia_first_movement
			long_name = AST_australia_first_movement_long
		}
		AST_adela_walsh = {
			set_character_flag = AST_fascist_leader
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_SOV_main_line
Constructs: limit, has_war_with, is_major, set_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_SOV_main_line = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_SOV_main_line_TYPE_ID
	}
	if = {
		limit = {
			date = > 1941.1.1
			OR = {
				has_war_with = GER
				AND = {
					any_enemy_country = {
						is_major = yes
					}
					surrender_progress = > 0.05
				}
			}
		}
		add_to_temp_array = {
			_target_provinces_ = 721
		} {
			_target_provinces_ = 737
		} {
			_target_provinces_ = 3573
		} {
			_target_provinces_ = 588
		} {
			_target_provinces_ = 11405
		} {
			_target_provinces_ = 453
		} {
			_target_provinces_ = 9463
		} {
			_target_provinces_ = 6507
		} {
			_target_provinces_ = 6495
		} {
			_target_provinces_ = 9491
		} {
			_target_provinces_ = 11530
		} {
			_target_provinces_ = 9543
		} {
			_target_provinces_ = 11557
		} {
			_target_provinces_ = 489
		} {
			_target_provinces_ = 3568
		} {
			_target_provinces_ = 546
		} {
			_target_provinces_ = 9288
		} {
			_target_provinces_ = 6344
		} {
			_target_provinces_ = 6233
		} {
			_target_provinces_ = 11271
		} {
			_target_provinces_ = 6354
		} {
			_target_provinces_ = 11220
		} {
			_target_provinces_ = 11241
		} {
			_target_provinces_ = 9323
		} {
			_target_provinces_ = 6249
		} {
			_target_provinces_ = 6326
		} {
			_target_provinces_ = 3219
		} {
			_target_provinces_ = 6459
		} {
			_target_provinces_ = 310
		} {
			_target_provinces_ = 7482
		} {
			_target_provinces_ = 10323
		} {
			_target_provinces_ = 9340
		}
		EAI_PC_FORT_add_to_valid_fortification_projects = yes
		set_temp_variable = {
			_project_priority = @EAI_PC_FORT_strategy_SOV_main_line_PRIO
		} {
			_project_building_type = global.EAI_PC_BUNKER
		} {
			_project_queue_num = 2
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 4
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_create = yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategies = strategy_type_id
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_prosperity_plan
Constructs: prerequisite, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_the_prosperity_plan
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = BUL_post_rearmament_military_plans
	} {
		focus = BUL_housing_expansion_plan
	}
	relative_position_id = BUL_post_rearmament_military_plans
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 55
	}
	completion_reward = {
		add_ideas = BUL_prosper_plan
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: PRC_agricultural_reformist
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_agricultural_reformist = {
	random = no
	sprite = 13
	production_speed_infrastructure_factor = 0.15
	production_speed_rail_way_factor = 0.15
	production_speed_supply_node_factor = 0.15
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_popular_front
Constructs: every_owned_state, prerequisite, limit, has_government, completion_reward, add_political_power, has_civil_war, is_subject
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_popular_front
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = ITA_the_italian_republic
	}
	mutually_exclusive = {
		focus = ITA_italian_socialism
	}
	x = -5
	y = 1
	relative_position_id = ITA_the_italian_republic
	cost = 5
	available = {
		NOT = {
			has_government = fascism
		} {
			has_government = neutrality
		}
		has_civil_war = no
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				has_resistance = yes
			}
			add_compliance = 10
		}
		add_political_power = 50
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		if = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			if = {
				limit = {
					has_country_leader = {
						character = ITA_comitato_di_liberazione_nazionale
						ruling_only = yes
					}
				}
				ITA_promote_cln_to_country_leader_communism = yes
			}
			set_politics = {
				ruling_party = communism
			}
		}
		unlock_decision_tooltip = ITA_bop_cooperation_with_anarchists
		hidden_effect = {
			if = {
				limit = {
					ITA_comitato_di_liberazione_nazionale = {
						has_ideology = socialism
					}
				}
				remove_country_leader_role = {
					character = ITA_comitato_di_liberazione_nazionale
					ideology = socialism
				}
			}
		}
		set_power_balance = {
			id = ITA_power_balance
			left_side = ITA_communism_side
			right_side = ITA_democratic_side
			set_value = -0.15
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_modernize_army
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_modernize_army
	icon = GFX_goal_generic_modernizing_the_cavalry
	relative_position_id = MPL_integrate_militia_arms
	x = 1
	y = 1
	prerequisite = {
		focus = MPL_integrate_militia_arms
	} {
		focus = MPL_centralize_militia_armies
	}
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = MPL_modernize_army
			category = motorized_equipment
			uses = 1
			bonus = 1
		} {
			name = MPL_modernize_army
			category = infantry_tech
			uses = 2
			bonus = 0.75
		} {
			name = MPL_modernize_army
			category = armor
			uses = 1
			bonus = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: PER_ahmad_zirakzadeh
Constructs: has_completed_focus
Source: game
File: common/characters/PER.txt

Code:
PER_ahmad_zirakzadeh = {
	name = PER_ahmad_zirakzadeh
	portraits = {
		army = {
			large = GFX_portrait_PER_ahmad_zirakzadeh
		}
	}
	scientist = {
		traits = {
			scientist_trait_bright
		}
		skills = {
			specialization_naval = 2
		}
		visible = {
			owner = {
				has_completed_focus = PER_increase_faculty_staffing_budget
			}
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Music Config
Component: base_music/argentina_civilian
Source: game
File: music/toa_songs.txt

Code:
music = {
	song = argentina_civilian
	chance = {
		factor = 1
		modifier = {
			factor = 2
			tag = ARG
		}
	}
}
### Entity: Character
Component: SHX_sun_chu
Source: game
File: common/characters/SHX.txt

Code:
SHX_sun_chu = {
	name = Sun Chu
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_asia_generic_fascism.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SHX_sun_chu
		allowed = {
			original_tag = SHX
		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: Character
Component: SOV_mikhail_kalinin
Constructs: limit, has_government, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_mikhail_kalinin = {
	name = SOV_mikhail_kalinin
	portraits = {
		army = {
			small = GFX_idea_mikhail_kalinin
		}
	}
	allowed_civil_war = {
		OR = {
			SOV_advisor_is_aligned_left = yes
			SOV_advisor_is_aligned_right = yes
			SOV_advisor_is_aligned_centre = yes
		}
		has_government = communism
	}
	advisor = {
		slot = political_advisor
		idea_token = mikhail_kalinin
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			popular_figurehead
		}
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: State History
Component: 473
Constructs: add_core_of
Source: game
File: history/states/473-British Columbia.txt

Code:
state = {
	id = 473
	name = STATE_473
	manpower = 638165
	resources = {
		oil = 1
		coal = 4
	}
	state_category = town
	history = {
		owner = CAN
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 1
			dockyard = 1
			air_base = 3
			1408 = {
				naval_base = 5
			}
		}
		add_core_of = CAN
		victory_points = {
			1408 15
		}
	}
	provinces = {
		1323 1393 1408 1737 1858 4343 4385 4413 4428 4870 4877 7677 7753 7761 7820 7853 10228 10258 10273 10644 12231 12578
	}
	local_supplies = 4.0
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_moschettieri_del_duce
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_moschettieri_del_duce
	icon = GFX_focus_ITA_moschettieri_del_duce
	prerequisite = {
		focus = ITA_preserve_army_traditions
	}
	dynamic = yes
	x = 0
	y = 2
	relative_position_id = ITA_preserve_army_traditions
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_to_variable = {
			ITA_re_army_core_defence_factor = 0.05
		} {
			ITA_re_modifier_army_sub_unit_militia_max_org_factor = 0.05
		}
		custom_effect_tooltip = ITA_moschettieri_del_duce_re_tt
	}
}
### Entity: Scripted Trigger
Component: EAI_resource_extraction_tech_focus
Constructs: set_temp_variable, add_to_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_focuses_industry_triggers.txt

Code:
EAI_resource_extraction_tech_focus = {
	OR = {
		NOT = {
			EAI_major_country = yes
		}
		original_tag = JAP
	}
	set_temp_variable = {
		t1 = resource_produced@steel
	}
	add_to_temp_variable = {
		t1 = resource_produced@aluminium
	} {
		t1 = resource_produced@tungsten
	} {
		t1 = resource_produced@rubber
	} {
		t1 = resource_produced@chromium
	}
	check_variable = {
		t1 = > 100
	}
}
### Entity: AI Strategy
Component: EAI_mine_layer_early
Source: game
File: common/ai_equipment/EAI_navy_mine_layer_role.txt

Code:
EAI_mine_layer_early = {
	category = naval
	roles = {
		naval_mine_layer
	}
	priority = {
		base = 0
	}
	EARLY_MINE_LAYER_1 = {
		role_icon_index = 4
		priority = {
			base = 0
		}
		target_variant = {
			type = ship_hull_light_1
			match_value = 1000
		}
	}
}
### Entity: Event
Component: naw_news.102
Constructs: has_war_with, fire_only_once, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NaW_NewsEvents.txt

Code:
news_event = {
	id = naw_news.102
	title = naw_news.102.t
	desc = naw_news.102.d
	picture = GFX_news_event_soviet_soldiers_ruins
	fire_only_once = yes
	major = yes
	trigger = {
		111 = {
			is_controlled_by = NOR
		} {
			is_owned_by = FIN
		}
		NOR = {
			has_war_with = FIN
		}
		NOT = {
			has_global_flag = NaW_NOR_fall_of_helsinki
		}
	}
	immediate = {
		set_global_flag = NaW_NOR_fall_of_helsinki
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = naw_news.102.a
		trigger = {
			NOT = {
				TAG = NOR FIN
			}
		}
	} {
		name = naw_news.102.b
		trigger = {
			TAG = NOR
		}
	} {
		name = naw_news.102.c
		trigger = {
			TAG = FIN
		}
	}
}
### Entity: Character
Component: UAE_coi
Source: game
File: common/characters/UAE.txt

Code:
UAE_coi = {
	advisor = {
		slot = political_advisor
		idea_token = UAE_coi
		allowed = {
			original_tag = UAE
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_the_argentinian_metropole
Constructs: prerequisite, add_ideas, completion_reward, is_controlled_by
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_the_argentinian_metropole
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = ARG_develop_civilian_economy
	}
	x = 0
	y = 1
	relative_position_id = ARG_develop_civilian_economy
	cost = 10
	available = {
		278 = {
			is_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = ARG_argentine_metropole_idea
	}
}
### Entity: Idea
Component: PAL_overwhelming_heat_training
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_overwhelming_heat_training = {
	picture = generic_war_preparation
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		heat_attrition = -0.1
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_more_market_resources
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_more_market_resources
	icon = GFX_focus_GER_customs_union
	available = {

	}
	prerequisite = {
		focus = INS_prioritize_sugar_economy
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INS_prioritize_sugar_economy
	cost = 10
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_min_export
			value = 0.1
			tooltip = min_export_tt
		} {
			var = INS_great_depression_production_speed_buildings_factor
			value = 0.1
			tooltip = production_speed_buildings_factor_tt
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_corporate_expansion
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_state_category, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_corporate_expansion
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = RAJ_appoint_a_c_suite
	}
	x = 4
	y = 1
	relative_position_id = RAJ_appoint_a_c_suite
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		capital_scope = {
			set_state_category = metropolis
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_exile_luis_alberto_flores
Constructs: prerequisite, add_ideas, completion_reward, add_popularity, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_exile_luis_alberto_flores
	prerequisite = {
		focus = PRU_commit_to_democratic_election
	}
	icon = GFX_goal_PRU_exile_flores
	x = 0
	y = 1
	relative_position_id = PRU_commit_to_democratic_election
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		add_ideas = PRU_oppresed_urristas
		custom_effect_tooltip = PRU_unlock_exclu_ur
		PRU = {
			set_country_flag = PRU_ur_exclu
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_grow_ckd_secondary_facilities
Constructs: prerequisite, limit, has_government, completion_reward, is_controlled_by, cancel_if_invalid, add_to_variable, random_owned_controlled_state
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_grow_ckd_secondary_facilities
	icon = {
		GFX_focus_generic_communist_industry = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_generic_industry_1 = yes
	}
	prerequisite = {
		focus = CZE_continue_the_central_bohemia_plan CZE_balance_industrial_invevestments
	}
	relative_position_id = CZE_continue_the_central_bohemia_plan
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 8
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_out_of_power_impact_factor = 0.05
			tooltip = modifier_out_of_power_impact_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_factory_efficiency_gain_factor = 0.025
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_speed_industrial_infrastructure_factor = 0.05
			tooltip = production_speed_industrial_infrastructure_factor_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				75
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					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
			}
		} {
			prioritize = {
				9
			}
			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 = 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
			}
		}
		if = {
			limit = {
				has_dlc 
# ... (truncated)
### Entity: Character
Component: USA_john_walter_christie
Source: game
File: common/characters/USA.txt

Code:
USA_john_walter_christie = {
	name = USA_john_walter_christie
	portraits = {
		army = {
			large = GFX_portrait_USA_john_walter_christie
		}
	}
	scientist = {
		traits = {
			scientist_trait_armored_specialist scientist_trait_gifted_engineer
		}
		skills = {
			specialization_land = 2
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_fascist_researchers
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_fascist_researchers
	icon = GFX_focus_ARG_fascist_researchers
	prerequisite = {
		focus = ARG_reestablish_ligas_patrioticas
	}
	x = 0
	y = 1
	relative_position_id = ARG_reestablish_ligas_patrioticas
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: army_strengthened
Constructs: industrial_capacity_factory, is_controlled_by, research_bonus, removal_cost
Source: game
File: common/ideas/add_director.txt

Code:
army_strengthened = {
	level = 4
	available = {
		ROOT = {
			any_owned_state = {
				is_controlled_by = ROOT
				dockyard = > 0
			}
		}
	}
	cost = 10
	research_bonus = {
		naval_equipment = -0.1
		infantry_weapons = 0.05
		air_equipment = 0.05
		armor = 0.05
	}
	removal_cost = -1
	picture = jap_interservice_rivalry_army_strengthened
	modifier = {
		production_speed_arms_factory_factor = 0.15
		production_speed_dockyard_factor = -0.15
		industrial_capacity_factory = 0.15
		industrial_capacity_dockyard = -0.15
	}
}
### Entity: Idea
Component: SPR_restore_the_monarchy
Constructs: has_government, is_puppet, is_subject, neutrality_drift
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_restore_the_monarchy = {
	name = SPR_restore_the_monarchy
	picture = HUN_hungarian_monarchy
	allowed = {
		original_tag = SPR
		is_puppet = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = neutrality
		}
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		neutrality_drift = 0.1
	}
}