Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AExpand.html

Doc:
[view] [edit] Template documentation
This documentation is transcluded from Template:Expand/doc. (edit | history)
Expand can be used to highlight articles that need expansion.

Contents

1 Usage

2 Parameters

3 Effects

4 Updating this template

5 Examples
### Entity: Decision
Component: EST_fight_vaps_decisions
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/BALTIC_decision_categories.txt

Code:
EST_fight_vaps_decisions = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	allowed = {
		original_tag = EST
		has_dlc = No Step Back
	}
	visible = {
		has_completed_focus = EST_fight_the_vaps
	}
	priority = 9
}
### Entity: AI Strategy
Component: AFG_caliphate_plan
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/AFG_alternate_strategy_plan.txt

Code:
AFG_caliphate_plan = {
	name = Afghanistan Caliphate Plan
	desc = 
	allowed = {
		original_tag = AFG
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = AFG_AI_RANDOM_CALIPHATE
			has_game_rule = {
				rule = AFG_AI_BEHAVIOR
				option = CALIPHATE
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		AFG_crown_the_golden_emir SSB_expand_afghanistans_military_infrastructure AFG_expand_telegraph_network AFG_against_kabul AFG_remember_the_khost_rebellion AFG_stir_unrest_in_the_east AFG_invite_waziristan_rebels AFG_request_japanese_support AFG_contact_rural_loyalists AFG_hold_a_loya_jirga AFG_the_faqirs_revolt AFG_maintain_quami AFG_asymmetric_warfare AFG_expand_quami_template AFG_khyber_pass_riflining AFG_fruit_packing AFG_sugar_processing AFG_expand_karakul_lambskin_industry AFG_form_the_khuddamul_furqan AFG_enforce_the_pashtunwali AFG_expand_the_madrasas AFG_reorganize_the_royal_guard AFG_promote_muslim_work_ethic AFG_ulugh_beg_academy AFG_prepare_the_war_industries AFG_revive_the_workshop_of_the_world AFG_raise_lashkar_regiments AFG_utilize_cameleers AFG_militia_cavalry AFG_ministry_of_supply AFG_spinzar_cotton_factory AFG_support_nort_west_frontier_rebels AFG_appraoch_anti_communist_theologians AFG_extend_a_hand_to_tokyo AFG_instate_a_compulsory_jizya AFG_form_the_turkestan_legion AFG_unite_pashtunistan AFG_scavenging AFG_encourage_jezail_production AFG_implement_currency_controls AFG_infrastructure_construction AFG_connect_the_cities AFG_electrification AFG_establish_radio_networks AFG_rail_construction AFG_clear_malarial_swamps AFG_proclaim_a_new_caliphate AFG_reintroduce_war_elephants AFG_mountain_training AFG_mountain_training_2 AFG_establish_camelry_regiments
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: SWI_seize_gold
Constructs: limit, add_opinion_modifier, has_dynamic_modifier, set_variable, add_to_variable, remove_dynamic_modifier, remove_opinion_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_seize_gold = {
	hidden_effect = {
		if = {
			limit = {
				SWI = {
					NOT = {
						has_dynamic_modifier = {
							modifier = SWI_seized_gold
						}
					}
				}
			}
			set_variable = {
				SWI.SWI_gold_seized_consumer_goods_factor = SWI_gold_seized_consumer_goods_factor
			} {
				SWI.SWI_gold_seized_building_speed_factor = SWI_gold_seized_building_speed_factor
			} {
				SWI.SWI_gold_seized_research_speed_factor = SWI_gold_seized_research_speed_factor
			} {
				SWI.SWI_gold_seized_lack_of_resource_penalty_factor = SWI_gold_seized_lack_of_resource_penalty_factor
			} {
				SWI.SWI_gold_seized_factory_max_efficiency_factor = SWI_gold_seized_factory_max_efficiency_factor
			}
		}
		else = {
			add_to_variable = {
				SWI.SWI_gold_seized_consumer_goods_factor = SWI_gold_seized_consumer_goods_factor
			} {
				SWI.SWI_gold_seized_building_speed_factor = SWI_gold_seized_building_speed_factor
			} {
				SWI.SWI_gold_seized_research_speed_factor = SWI_gold_seized_research_speed_factor
			} {
				SWI.SWI_gold_seized_lack_of_resource_penalty_factor = SWI_gold_seized_lack_of_resource_penalty_factor
			} {
				SWI.SWI_gold_seized_factory_max_efficiency_factor = SWI_gold_seized_factory_max_efficiency_factor
			}
		}
	}
	remove_dynamic_modifier = {
		modifier = SWI_gold_trade_with_switzerland
	}
	custom_effect_tooltip = SWI_remove_swiss_gold_dynamic_mod_TT SWI_add_stolen_gold_dynamic_mod_TT
	add_opinion_modifier = {
		target = SWI
		modifier = SWI_gold_seized_opinion_bad
	}
	remove_opinion_modifier = {
		target = SWI
		modifier = SWI_gold_trade
	}
	add_dynamic_modifier = {
		modifier = SWI_stole_our_gold_reserves
		days = 180
	}
	SWI = {
		add_dynamic_modifier = {
			modifier = SWI_seized_gold
			days = 365
		}
		custom_effect_tooltip = SWI_seized_gold_dynamic_mod_TT
	}
	SWI_adjust_gold_market_after_seizing_gold = yes
}
### Entity: State History
Component: 961
Constructs: add_core_of, force_link_ownership_to
Source: game
File: history/states/961-Deep Amazonas.txt

Code:
state = {
	id = 961
	name = STATE_961
	provinces = {
		12919
	}
	history = {
		owner = BRA
		add_core_of = BRA
	}
	manpower = 6753
	impassable = yes
	force_link_ownership_to = 495
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = wasteland
}
### Entity: Idea
Component: MEN_kwantungs_invisible_hand_genghis
Constructs: stability_factor, has_government, has_war_with, is_neighbor_of, is_ally_with, has_civil_war, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_kwantungs_invisible_hand_genghis = {
	name = MEN_kwantungs_invisible_hand
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			OR = {
				is_neighbor_of = JAP
				JAP = {
					any_allied_country = {
						is_neighbor_of = MEN
					}
				}
			}
		} {
			AND = {
				is_ally_with = JAP
				has_war_with = JAP
			}
		}
		JAP = {
			OR = {
				has_government = democratic communism
			}
		} {
			has_civil_war = yes
		}
	}
	removal_cost = -1
	picture = MEN_kwantungs_invisible_hand
	modifier = {
		conscription = 0.01
		stability_factor = -0.05
		fascism_drift = 0.03
		grand_battleplan_mastery_gain_factor = 0.05
		experience_gain_army_factor = 0.1
		drift_defence_factor = 0.1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_pro_allied_government
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, is_major, add_stability, add_opinion_modifier
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_pro_allied_government
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = POL_merge_internal_governments POL_claim_livonia
	}
	relative_position_id = POL_merge_internal_governments
	mutually_exclusive = {
		focus = POL_royal_dictatorship
	}
	x = 1
	y = 1
	cost = 10
	available = {
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			is_major = yes
			has_government = democratic
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = POL
			}
		}
		is_in_faction = no
		is_subject = no
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction = yes
				any_other_country = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
		}
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			ROM_flexible_foreign_policy_2
		}
		add_popularity = {
			popularity = 0.15
			ideology = democratic
		}
		add_stability = -0.05
		if = {
			limit = {
				ENG = {
					NOT = {
						has_war_with = ROOT
					}
					is_faction_leader = yes
					has_government = democratic
				}
			}
			add_opinion_modifier = {
				modifier = ROM_appoint_allied_friendly_government
				target = ENG
			}
			ENG = {
				add_opinion_modifier = {
					modifier = ROM_appoint_allied_friendly_government
					target = ROOT
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				add_opinion_modifier = {
					modifier = ROM_appoint_allied_friendly_government
					target = PREV
				}
				reverse_add_opinion_modifier = {
					modifier = ROM_appoint_allied_friendly_government
					target = PREV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_national_committee_for_liberation
Constructs: completion_reward, add_political_power, is_historical_focus_on, has_subject, add_popularity
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_national_committee_for_liberation
	icon = GFX_focus_ITA_corpo_volontari_della_liberta
	x = 7
	y = 0
	mutually_exclusive = {
		focus = COG_found_the_congolese_national_movement
	}
	relative_position_id = COG_found_the_congolese_national_movement
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	bypass = {

	}
	available = {
		any_country = {
			original_tag = BEL
			has_subject = ROOT
		}
	}
	completion_reward = {
		custom_effect_tooltip = COG_national_committee_for_liberation_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		add_political_power = 50
		country_event = {
			id = ww_congo.28
			hours = 0
		}
	}
}
### Entity: Character
Component: CHI_gao_zongwu
Constructs: has_country_leader, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_gao_zongwu = {
	name = CHI_gao_zongwu
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_gao_zongwu_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_gao_zongwu
		visible = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_wang_jingwei
			}
		}
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			modernizer_and_diplomat
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_liberate_the_kurdish_diaspora
Constructs: prerequisite, limit, has_government, completion_reward, every_state, is_core_of, add_core_of, has_global_flag
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_liberate_the_kurdish_diaspora
	icon = GFX_focus_generic_attack_kurdistan
	mutually_exclusive = {
		focus = TUR_unite_the_azeri_diaspora
	}
	prerequisite = {
		focus = TUR_annul_the_ankara_anlasmasi
	}
	x = 0
	y = 1
	relative_position_id = TUR_annul_the_ankara_anlasmasi
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		effect_tooltip = {
			every_state = {
				limit = {
					is_core_of = KUR
				}
				add_core_of = TUR
			}
		}
		hidden_effect = {
			for_each_scope_loop = {
				array = KUR.core_states
				tooltip = EFFECT_EVERY_STATE_STARTS
				add_core_of = TUR
			}
		}
		if = {
			limit = {
				has_global_flag = TUR_soviets_keeping_eye_on_turkey
				TUR = {
					is_in_faction_with = SOV
					is_faction_leader = no
				}
				SOV = {
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 419 680 676 421
						}
					}
				}
			}
			SOV = {
				country_event = {
					id = bftb_turkey.138
				}
			}
		}
		else_if = {
			limit = {
				has_global_flag = TUR_soviets_faction_warning
				TUR = {
					is_in_faction_with = SOV
					is_faction_leader = no
				}
				SOV = {
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 419 680 676 421
						}
					}
				}
			}
			SOV = {
				country_event = {
					id = bftb_turkey.139
				}
			}
		} {
			limit = {
				has_global_flag = TUR_fascist_faction_leader_keeping_eye_on_turkey
				var:faction_leader = {
					has_government = fascism
				}
				TUR = {
					is_in_faction = yes
					is_faction_leader = no
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 419 680 676 421
						}
					}
				}
			}
			var:faction_leader = {
				country_event = {
					id = bftb_turkey.138
				}
			}
		} {
			limit = {
				has_global_flag = TUR_fascist_faction_leader_warned_turkey
				var:faction_leader = {
					has_government = fascism
				}
				TUR = {
					is_in_faction = yes
					is_faction_leader = no
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 419 680 676 421
						}
					}
				}
			}
			var:faction_leader = {
				country_event = {
					id = bftb_turkey.139
				}
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_demand_newfoundlands
Constructs: prerequisite, limit, completion_reward, is_subject, every_state, add_core_of, every_other_country
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_demand_newfoundlands
	icon = GFX_goal_generic_eagle
	prerequisite = {
		focus = QUE_a_bright_future_ahead QUE_democratic_diplomacy
	}
	relative_position_id = QUE_a_bright_future_ahead
	x = -6
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		is_subject = no
	}
	bypass = {
		controls_state = 331 332
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		every_state = {
			limit = {
				state = 332 331
			}
			add_core_of = QUE
		}
		every_other_country = {
			limit = {
				any_controlled_state = {
					OR = {
						state = 332 331
					}
				}
			}
			country_event = {
				days = 3
				id = quebec_commie.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: austria.24
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, create_faction, add_to_faction
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.24
	title = austria.24.t
	desc = austria.24.d
	is_triggered_only = yes
	picture = temp
	option = {
		name = austria.24.a
		ai_chance = {
			factor = 1
			modifier = {
				factor = 1
				has_government = neutrality
			} {
				factor = 1
				has_government = fascism
			} {
				factor = 30
				has_government = democratic
			} {
				factor = 0
				has_government = communism
			}
		}
		AUS = {
			country_event = austria.25
		}
		effect_tooltip = {
			AUS = {
				create_faction = Danube Pact
				add_to_faction = HUN
			}
		}
	} {
		name = austria.24.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_government = neutrality
			} {
				factor = 0
				has_government = fascism
			} {
				factor = 70
				has_government = democratic
			} {
				factor = 1
				has_government = communism
			}
		}
		AUS = {
			country_event = austria.26
		}
		effect_tooltip = {
			AUS = {
				add_opinion_modifier = {
					target = HUN
					modifier = refused_alliance
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_develop_the_randstad
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_tech_bonus, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_develop_the_randstad
	available = {
		has_full_control_of_state = 7
	}
	prerequisite = {
		focus = HOL_the_zuiderzee_works
	}
	mutually_exclusive = {
		focus = HOL_develop_the_zandstad
	}
	icon = GFX_goal_generic_construct_civ_factory
	x = -1
	y = 1
	relative_position_id = HOL_the_zuiderzee_works
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = HOL_develop_the_randstad
			bonus = 1.0
			uses = 1
			category = concentrated_industry_category
		}
		7 = {
			if = {
				limit = {
					7 = {
						free_building_slots = {
							building = industrial_complex
							size = > 2
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
		}
		36 = {
			if = {
				limit = {
					36 = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: HAI_andre_sainte_frederic
Source: game
File: common/characters/HAI.txt

Code:
HAI_andre_sainte_frederic = {
	advisor = {
		slot = navy_chief
		idea_token = HAI_andre_sainte_frederic
		allowed = {
			original_tag = HAI
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = André Sainté Frederic
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_1
		}
	}
}
### Entity: State History
Component: 970
Constructs: add_core_of, add_to_array
Source: game
File: history/states/970-Shetland.txt

Code:
state = {
	id = 970
	name = STATE_970
	manpower = 21200
	state_category = small_island
	history = {
		owner = ENG
		buildings = {
			infrastructure = 2
			6196 = {
				naval_base = 1
			}
		}
		add_core_of = ENG SCO
		add_to_array = {
			state_victory_points = 6196
		}
		victory_points = {
			6196 1
		}
	}
	provinces = {
		6196
	}
	local_supplies = 0.0
}
### Entity: Event
Component: new_ger.124
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_political_power, set_country_flag, add_to_variable, add_popularity
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.124
	title = new_ger.124.t
	desc = new_ger.124.d
	picture = GFX_report_event_ARG_coup_detat
	is_triggered_only = yes
	option = {
		name = new_ger.124.a
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = GER_clemens_august_graf_von_galen GER_ludwig_kaas
		set_country_flag = GER_reichskonkordat_repealed
		IF = {
			limit = {
				has_country_flag = GER_dvu_formed
			}
			add_to_variable = {
				DVU_stability = -0.5
			} {
				DVU_bop = 0.5
			}
			custom_effect_tooltip = GER_DVU_stab_-0.5_tt GER_DVU_bop_0.5_tt
		}
		r56_ger_zentrum_35 = yes
	} {
		name = new_ger.124.b
		add_stability = 0.05
		add_political_power = 25
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		IF = {
			limit = {
				has_country_flag = GER_dvu_formed
			}
			add_to_variable = {
				DVU_stability = 0.25
			} {
				DVU_bop = -0.25
			}
			custom_effect_tooltip = GER_DVU_stab_0.25_tt GER_DVU_bop_-0.25_tt
		}
	}
}
### Entity: Scripted Effect
Component: r56_AFG_clear_relation_modifiers
Constructs: limit, has_relation_modifier, remove_relation_modifier
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
r56_AFG_clear_relation_modifiers = {
	if = {
		limit = {
			has_relation_modifier = {
				target = AFG
				modifier = AFG_hostile_relation_modifier
			}
		}
		remove_relation_modifier = {
			target = AFG
			modifier = AFG_hostile_relation_modifier
		}
	}
	else_if = {
		limit = {
			has_relation_modifier = {
				target = AFG
				modifier = AFG_distrustful_relation_modifier
			}
		}
		remove_relation_modifier = {
			target = AFG
			modifier = AFG_distrustful_relation_modifier
		}
	} {
		limit = {
			has_relation_modifier = {
				target = AFG
				modifier = AFG_cautious_relation_modifier
			}
		}
		remove_relation_modifier = {
			target = AFG
			modifier = AFG_cautious_relation_modifier
		}
	} {
		limit = {
			has_relation_modifier = {
				target = AFG
				modifier = AFG_cooperative_relation_modifier
			}
		}
		remove_relation_modifier = {
			target = AFG
			modifier = AFG_cooperative_relation_modifier
		}
	} {
		limit = {
			has_relation_modifier = {
				target = AFG
				modifier = AFG_friendly_relation_modifier
			}
		}
		remove_relation_modifier = {
			target = AFG
			modifier = AFG_friendly_relation_modifier
		}
	} {
		limit = {
			has_relation_modifier = {
				target = AFG
				modifier = AFG_harmonious_relation_modifier
			}
		}
		remove_relation_modifier = {
			target = AFG
			modifier = AFG_harmonious_relation_modifier
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_has_free_shared_slot
Constructs: limit, has_country_flag, is_coastal, has_tech, check_variable
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_has_free_shared_slot = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_has_free_shared_slot > THIS=[this.getname] PREV=[prev.getname]
	} {
		limit = {
			is_coastal = yes
		}
		free_building_slots = {
			building = dockyard
			size = > 0
			include_locked = no
		}
	} {
		limit = {
			PREV = {
				has_tech = synth_oil_experiments
			}
			check_variable = {
				building_level@synthetic_refinery = < 3
			}
		}
		free_building_slots = {
			building = synthetic_refinery
			size = > 0
			include_locked = no
		}
	} {
		limit = {
			PREV = {
				has_tech = fuel_silos
			}
		}
		free_building_slots = {
			building = fuel_silo
			size = > 0
			include_locked = no
		}
	} {
		limit = {
			check_variable = {
				_num_available_shared_slots = > 0
			}
		}
		free_building_slots = {
			building = arms_factory
			size = > 1
			include_locked = no
		} {
			building = industrial_complex
			size = > 1
			include_locked = no
		}
		if = {
			limit = {
				is_coastal = yes
			}
			free_building_slots = {
				building = dockyard
				size = > 1
				include_locked = no
			}
		}
	}
	free_building_slots = {
		building = arms_factory
		size = > 0
		include_locked = no
	} {
		building = industrial_complex
		size = > 0
		include_locked = no
	}
}
### Entity: Unit Leader
Component: 8
Constructs: planning_speed
Source: game
File: common/unit_leader/00_planning_skills.txt

Code:
8 = {
	cost = 12800
	type = corps_commander
	modifier = {
		planning_speed = 0.4
		max_planning = 0.16
	}
}