Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cog_focus
Component: COG_submarine_operations
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_submarine_operations
	icon = GFX_goal_generic_build_navy
	x = 45
	y = 3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	prerequisite = {
		focus = COG_submarine_experiments
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = sub_op_bonus
			cost_reduction = 0.5
			uses = 2
			category = submarine_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: israel.53
Constructs: is_triggered_only, has_country_leader, random_days, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.53
	title = israel.53.t
	desc = israel.53.d
	is_triggered_only = yes
	trigger = {
		has_country_leader = {
			character = ISR_avraham_stern
			ruling_only = no
		}
	}
	option = {
		name = israel.53.a
		country_event = {
			id = israel.54
			days = 5
			random_days = 3
			random_hours = 24
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.87
Constructs: is_triggered_only, ai_chance, limit
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.87
	title = wuw_GER_diplomacy.87.t
	desc = wuw_GER_diplomacy.87.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.87.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				ROOT = {
					original_tag = GER
				}
			}
			SOV = {
				country_event = {
					id = wuw_GER_diplomacy.88
					hours = 6
				}
			}
		}
		ELSE_IF = {
			limit = {
				ROOT = {
					original_tag = SOV
				}
			}
			GER = {
				country_event = {
					id = wuw_GER_diplomacy.88
					hours = 6
				}
			}
		}
	} {
		name = wuw_GER_diplomacy.87.b
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Country History
Country: GUK
Component: GUK_misc
Constructs: limit, set_technology, set_research_slots, has_dlc, set_convoys
Source: game
File: history/countries/GUK - Green Ukraine.txt

Code:
# Misc for GUK
capital = 408
set_research_slots = 3
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		engines_1 = 1
		aa_lmg = 1
		early_bombs = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
	else = {
		set_technology = {
			gwtank_chassis = 1
		}
	}
}
set_convoys = 10
### Entity: Event
Component: election.3
Constructs: is_triggered_only, ai_chance, has_war, limit, add_ideas, has_government, add_war_support, add_stability
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.3
	title = election.3.t
	desc = election.3.d
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	trigger = {
		NOT = {
			AND = {
				tag = USA
				date = < 1949.1.1
			}
		} {
			AND = {
				tag = AUS
				OR = {
					has_idea = AUS_treaty_of_saint_germain_en_laye AUS_revised_treaty_of_saint_germain_en_laye
				}
			}
		}
		DEN_aat = no
		AST_taog = no
		OR = {
			NOT = {
				original_tag = SPR
			} {
				date = < 1937.1.1
			}
		} {
			any_neighbor_country = {
				has_war = yes
			}
			any_allied_country = {
				has_war = yes
			}
		} {
			has_idea = low_economic_mobilisation civilian_economy isolation undisturbed_isolation volunteer_only disarmed_nation
		}
		has_government = democratic
		has_war = no
	}
	option = {
		name = election.3.a
		if = {
			limit = {
				has_idea = low_economic_mobilisation
			}
			add_ideas = partial_economic_mobilisation
		} {
			limit = {
				has_idea = civilian_economy
			}
			add_ideas = low_economic_mobilisation
		} {
			limit = {
				has_idea = isolation
			}
			add_ideas = civilian_economy
		} {
			limit = {
				has_idea = undisturbed_isolation
			}
			add_ideas = isolation
		} {
			limit = {
				has_idea = volunteer_only
			}
			add_ideas = limited_conscription
		} {
			limit = {
				has_idea = disarmed_nation
			}
			add_ideas = volunteer_only
		}
		add_war_support = 0.05
	} {
		name = election.3.b
		ai_chance = {
			base = 0
		}
		add_stability = -0.05
	}
}
### Entity: Event
Component: belgium.136
Constructs: is_triggered_only, ai_chance, add_political_power, add_autonomy_ratio, set_country_flag
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.136
	title = belgium.136.t
	desc = belgium.136.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	option = {
		name = belgium.136.a
		ai_chance = {
			base = 20
		}
		add_political_power = 20
		COG = {
			add_autonomy_ratio = {
				value = -0.05
				localization = belgian_investments
			}
		}
		hidden_effect = {
			COG = {
				country_event = {
					id = belgium.137
					days = 1
				}
			}
			set_country_flag = BEL_promised_rifles_COG
		}
	} {
		name = belgium.136.b
		ai_chance = {
			base = 2
		}
		add_political_power = -10
		COG = {
			add_autonomy_ratio = {
				value = -0.025
				localization = congolese_self_reliance
			}
		}
		hidden_effect = {
			COG = {
				country_event = {
					id = belgium.167
					days = 10
				}
			}
		}
	} {
		name = belgium.136.c
		ai_chance = {
			base = 2
		}
		add_political_power = -30
		COG = {
			add_autonomy_ratio = {
				value = 0.075
				localization = congolese_self_reliance
			}
		}
		hidden_effect = {
			COG = {
				country_event = {
					id = belgium.138
					days = 1
				}
			}
		}
	}
}
### Entity: Event
Component: cityfall.33
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.33
	title = cityfall.33.t
	desc = cityfall.33.d
	picture = GFX_news_event_012
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_moscow_jap
	}
	option = {
		name = cityfall.33.a
		trigger = {
			NOT = {
				TAG = SOV JAP
			}
		}
	} {
		name = cityfall.33.b
		trigger = {
			TAG = JAP
		}
	} {
		name = cityfall.33.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_establish_the_anc
Constructs: has_completed_focus, limit, completion_reward, is_subject, remove_dynamic_modifier, add_dynamic_modifier, add_to_variable, set_global_flag
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_establish_the_anc
	icon = GFX_focus_secret_rearmament
	x = 30
	y = 9
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		OR = {
			is_subject = no
			AND = {
				has_completed_focus = CONGO_congolese_generals CONGO_jungle_fighting CONGO_expand_ndolo_and_elisabethville_airports CONGO_even_a_hospital_can_do_better
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = COG_establish_the_anc_modifier_tt generic_skip_one_line_tt COG_establish_the_anc_locking_tt
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = COG_force_publique
			}
			add_dynamic_modifier = {
				modifier = COG_armee_nationale_congolaise_modifier
			}
			add_to_variable = {
				COG_armee_nationale_congolaise_modifier_supply_consumption_factor = -0.05
			} {
				COG_armee_nationale_congolaise_modifier_army_core_defence_factor = 0.05
			} {
				COG_armee_nationale_congolaise_modifier_acclimatization_hot_climate_gain_factor = 0.1
			} {
				COG_armee_nationale_congolaise_modifier_equipment_capture_factor = 0.05
			} {
				COG_armee_nationale_congolaise_modifier_resistance_target = -0.05
			}
			IF = {
				limit = {
					has_completed_focus = CONGO_force_publique
				}
				add_to_variable = {
					COG_armee_nationale_congolaise_modifier_conscription_factor = 0.02
				} {
					COG_armee_nationale_congolaise_modifier_army_core_attack_factor = 0.02
				}
			} {
				limit = {
					has_completed_focus = CONGO_aviation_militaire_de_la_force_publique
				}
				add_to_variable = {
					COG_armee_nationale_congolaise_modifier_air_training_xp_gain_factor = 0.1
				}
			} {
				limit = {
					has_completed_focus = CONGO_expand_ndolo_and_elisabethville_airports
				}
				add_to_variable = {
					COG_armee_nationale_congolaise_modifier_production_speed_air_base_factor = 0.05
				}
			} {
				limit = {
					has_completed_focus = CONGO_modernize_force_publique
				}
				add_to_variable = {
					COG_armee_nationale_congolaise_modifier_army_core_attack_factor = -0.02
				} {
					COG_armee_nationale_congolaise_modifier_army_core_defence_factor = -0.05
				} {
					COG_armee_nationale_congolaise_modifier_army_attack_factor = 0.02
				} {
					COG_armee_nationale_congolaise_modifier_army_defence_factor = 0.05
				}
			} {
				limit = {
					has_completed_focus = CONGO_congo_army
				}
				add_to_variable = {
					COG_armee_nationale_con
# ... (truncated)
### Entity: Character
Component: PAL_resilient_qadi
Source: game
File: common/country_leader/r56_traits.txt

Code:
PAL_resilient_qadi = {
	random = no
	army_core_defence_factor = 0.1
	surrender_limit = 0.15
	defensive_war_stability_factor = 0.15
}
### Entity: Idea
Component: GER_mefo_bills_4
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_4 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.33
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 0.65
	}
}
### Entity: Modifier Reference
Component: nuked
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
nuked = {
	attrition = 1.0
	local_org_regain = -0.3
}
### Entity: Idea
Component: UZB_ar
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_ar = {
	ledger = army
	picture = generic_army_asia_5
	allowed = {
		original_tag = UZB
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_capital_school_of_technology
Constructs: prerequisite, has_war, completion_reward, add_research_slot
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_capital_school_of_technology
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = ETH_improve_the_administration
	}
	dynamic = yes
	x = 0
	y = 1
	relative_position_id = ETH_improve_the_administration
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 0.75
			has_war = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_soviet_technical_teams
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_soviet_technical_teams
	prerequisite = {
		focus = HOL_affirm_loyalty_to_moscow
	}
	icon = GFX_goal_generic_production2
	x = -1
	y = 1
	relative_position_id = HOL_affirm_loyalty_to_moscow
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = HOL_soviet_technical_teams
	}
}
### Entity: Scripted Effect
Component: r56_ger_dstp_20
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_dstp_20 = {
	IF = {
		limit = {
			has_active_mission = GER_dstp_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_dstp_demands_action
			days = 100
		}
	}
}
### Entity: Character
Component: navy_naval_air_defense_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_naval_air_defense_2 = {
	sprite = 3
	navy_anti_air_attack_factor = 0.15
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DD_navy_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_DD_navy_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/destroyer = global.EAI_OFF
		} {
			EAI_FOCUS/NAVY/destroyer_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_Destroyer_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/destroyer EAI_FOCUS/NAVY/destroyer_OVERRIDE
			}
		}
	}
}
### Entity: Decision
Component: form_baltic_federation_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_baltic_federation_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_baltic_federation
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: Idea
Component: idea_RAJ_empowered_police_force
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_empowered_police_force = {
	picture = generic_secret_police
	allowed = {
		original_tag = RAJ
	}
	removal_cost = -1
	modifier = {
		resistance_target = -0.05
		resistance_activity = -0.3
		resistance_growth = -0.15
		resistance_damage_to_garrison = -0.25
	}
}
### Entity: Event
Component: GOE_RAJ_princely.1
Constructs: is_triggered_only, set_nationality, set_character_flag, is_mughal_emperor, add_country_leader_role
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_princely.1
	title = GOE_RAJ_princely.1.t
	desc = GOE_RAJ_princely.1.desc
	is_triggered_only = yes
	picture = GFX_report_event_indian_soldiers
	option = {
		name = GOE_RAJ_princely.1.a
		HYD = {
			RAJ_mir_osman_ali_khan = {
				set_nationality = RAJ
				set_character_flag = is_mughal_emperor
			}
			promote_character = RAJ_mir_osman_ali_khan
		}
	} {
		name = GOE_RAJ_princely.1.b
		RAJ = {
			add_country_leader_role = {
				character = RAJ_mirza_khurshid_jah_bahadur
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						RAJ_heir_of_the_empire
					}
					id = -1
				}
			}
		}
	} {
		name = GOE_RAJ_princely.1.c
		KLT = {
			RAJ_ahmad_yar_khan = {
				set_nationality = RAJ
				set_character_flag = is_mughal_emperor
			}
			promote_character = RAJ_ahmad_yar_khan
		}
	} {
		name = GOE_RAJ_princely.1.d
		BAN = {
			RAJ_huseyn_shaheed_suhrawardy = {
				set_nationality = RAJ
				set_character_flag = is_mughal_emperor
			}
			promote_character = RAJ_huseyn_shaheed_suhrawardy
		}
	}
}
### Entity: Special Project
Component: sp_nuclear_war_support_generic_reward
Constructs: add_war_support, fire_only_once
Source: game
File: common/special_projects/prototype_rewards/generic_nuclear_prototype_rewards.txt

Code:
sp_nuclear_war_support_generic_reward = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		factor = 1.0
	}
	option = {
		token = sp_nuclear_war_support_generic_reward_option
		iteration_output = {
			country_effects = {
				add_war_support = 0.02
			}
		}
	}
}
### Entity: Decision
Component: POR_our_path_to_economic_development
Constructs: has_focus_tree
Source: game
File: common/decisions/categories/r56_POR_decision_categories.txt

Code:
POR_our_path_to_economic_development = {
	icon = generic_industry
	priority = 1998
	allowed = {
		original_tag = POR
	}
	visible = {
		has_focus_tree = r56_portuguese_focus
	}
}
### Entity: Effect Reference
Construct: random_controlled_state
Constructs: limit, random_controlled_state
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_controlled_state

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on random controlled state that fulfills the "limit" trigger. 
prioritize = { <stateID> <stateID> } to pick those states first if they fulfull the limit
```
### Entity: Scripted Trigger
Component: SOV_is_valid_academy_of_sciences_target
Constructs: has_government, is_in_faction_with, is_subject_of
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_valid_academy_of_sciences_target = {
	OR = {
		AND = {
			SOV_is_soviet_republic_tag_strict = yes
			has_government = communism
			is_in_faction_with = ROOT
		} {
			SOV_is_soviet_republic_tag_lax = yes
			has_government = communism
			is_subject_of = ROOT
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_gun_and_shell_factory_cossipore
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_gun_and_shell_factory_cossipore
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = RAJ_ammunition_factory_khadki
	}
	x = 2
	y = 1
	relative_position_id = RAJ_ammunition_factory_khadki
	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 = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:RAJ_ammunition_factory_khadki_organization = {
				add_mio_size = 1
				unlock_mio_trait_tooltip = {
					trait = RAJ_mio_trait_gun_and_shell_facatory_cassiopore
				}
			}
		}
		else = {
			upgrade_ordance_factories_art_no_aat = yes
		}
		try_build_mil_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_survivability_studies_module
Constructs: has_war, limit, is_major, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_air.txt

Code:
EAI_PR_STRATEGIES_survivability_studies_module = {
	if = {
		limit = {
			OR = {
				EAI_self_sealing_fuel_tanks_MODULE_FOCUS = yes
				EAI_armor_plate_MODULE_FOCUS = yes
			}
			num_of_military_factories = > 15
		}
		set_temp_variable = {
			prio_cat = @PR_survivability_studies_module
		}
		if = {
			limit = {
				is_major = no
			}
			set_temp_variable = {
				prio_mult = num_of_military_factories
			}
			divide_temp_variable = {
				prio_mult = 50
			}
			clamp_temp_variable = {
				var = prio_mult
				min = 0
				max = 1
			}
			multiply_temp_variable = {
				prio_cat = prio_mult
			}
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:survivability_studies
				} {
					_prio_val = prio_cat
				} {
					_year = 1939
				}
				date = > 1939.1.1
				if = {
					limit = {
						has_war = yes
					}
					EAI_PR_year_FACTOR = yes
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_crackdown_on_socialists
Constructs: prerequisite, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_crackdown_on_socialists
	icon = GFX_goal_generic_destroy_socdem
	relative_position_id = AUS_austria_awaken
	x = 1
	y = 2
	prerequisite = {
		focus = AUS_ally_italy AUS_go_it_alone
	}
	cost = 5
	completion_reward = {
		add_political_power = -20
		swap_ideas = {
			remove_idea = AUS_memories_of_februarkampfe
			add_idea = AUS_memories_of_februarkampfe_5
		}
	}
}
### Entity: Decision
Component: COG_industrial_investment_decisions
Constructs: has_completed_focus, limit, has_country_flag, is_major, is_core_of, has_state_flag, has_opinion, complete_effect
Source: game
File: common/decisions/COG.txt

Code:
COG_industrial_investment_decisions = {
	COG_investments_into_civ_factory = {
		priority = 15
		icon = GFX_decision_gre_investment_decisions
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = COG
		}
		visible = {
			has_completed_focus = CONGO_secure_international_funding
			any_owned_state = {
				is_core_of = ROOT
				NOT = {
					has_state_flag = {
						flag = COG_invested_into_industry_in_state_flag
					}
				}
			}
		}
		available = {
			has_completed_focus = CONGO_secure_international_funding
			any_other_country = {
				is_major = yes
				has_opinion = {
					target = ROOT
					value = > 50
				}
			}
		}
		days_remove = 70
		days_re_enable = 360
		cost = 50
		modifier = {
			consumer_goods_factor = 0.1
			political_power_factor = -0.1
		}
		complete_effect = {

		}
		remove_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_fully_controlled_by = ROOT
					is_owned_by = ROOT
					NOT = {
						has_state_flag = {
							flag = COG_invested_into_industry_in_state_flag
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				set_state_flag = COG_invested_into_industry_in_state_flag
			}
			custom_effect_tooltip = COG_investments_into_civ_factory_tt
		}
	}
	COG_investments_into_villages = {
		priority = 20
		icon = GFX_decision_generic_welfare
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = COG
		}
		visible = {
			has_completed_focus = CONGO_secure_international_funding
		}
		available = {
			has_completed_focus = CONGO_secure_international_funding
			any_other_country = {
				is_major = yes
				has_opinion = {
					target = ROOT
					value = > 50
				}
			}
		}
		days_remove = 70
		cost = 50
		modifier = {
			consumer_goods_factor = 0.15
		}
		complete_effect = {

		}
		remove_effect = {
			add_timed_idea = {
				idea = COG_economic_surplus
				days = 365
			}
		}
	}
	COG_kimberite_pipes_to_expand_bakwanga_mine = {
		priority = 10
		icon = GFX_decision_generic_construction
		ai_will_do = {
			base = 100
		}
		highlight_states = {
			highlight_state_targets = {
				state = 888
			}
		}
		allowed = {
			original_tag = COG
		}
		available = {
			has_completed_focus = CONGO_bakwanga_mine
			has_tech = excavation2
			888 = {
				is_fully_controlled_by = ROOT

# ... (truncated)
### Entity: Idea
Component: ADU_nt
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_nt = {
	ledger = navy
	picture = generic_navy_arab_3
	allowed = {
		original_tag = ADU
	}
	traits = {
		naval_theorist
	}
}
### Entity: Modifier Reference
Construct: winter_attrition_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## winter_attrition_factor

* Number with 1 decimal places
* **Categories**: army, aggressive