Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_armored_spearhead
Constructs: has_subdoctrine_in_track, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_armored_spearhead = {
	has_subdoctrine_in_track = combat_support infantry
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
	check_variable = {
		EAI_FOCUS/LAND/land_doctrine_path = global.EAI_LEFT_PATH
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.65
Constructs: is_triggered_only, ai_chance, is_puppet_of, set_country_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.65
	title = BBA_ethiopia_fascist_events.65.t
	desc = BBA_ethiopia_fascist_events.65.desc
	picture = GFX_report_event_saf_civil_war
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.65.a
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				FROM = {
					NOT = {
						is_puppet_of = ROOT
					}
				}
			}
		}
		ETH = {
			set_country_flag = ETH_wants_som_flag
			country_event = {
				id = BBA_ethiopia_fascist_events.66
				hours = 1
			}
		}
	} {
		name = BBA_ethiopia_fascist_events.65.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				FROM = {
					NOT = {
						is_puppet_of = ROOT
					}
				}
			}
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_fascist_events.67
				days = 3
			}
		}
	}
}
### Entity: Idea
Component: NRU_commander_ridge_phosphate
Constructs: stability_factor
Source: game
File: common/ideas/nauru.txt

Code:
NRU_commander_ridge_phosphate = {
	name = NRU_commander_ridge_phosphate
	picture = hol_reliance_on_the_gold_standard
	allowed = {
		controls_state = 725
	}
	modifier = {
		embargo_threshold_factor = 0.75
		consumer_goods_factor = -0.15
		stability_factor = -0.05
	}
}
### Entity: Scripted Effect
Component: EAI_ESP_rescue_operative_strategy
Constructs: limit, has_country_flag, is_operative_captured, is_running_operation, set_temp_variable, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_rescue_operative_strategy = {
	if = {
		limit = {
			any_operative_leader = {
				is_operative_captured = yes
				var:operative_captor = {
					NOT = {
						has_country_flag = EAI_operation_timeout_@ROOT
					} {
						ROOT = {
							is_running_operation = {
								target = PREV
								operation = operation_rescue_operative
							}
						}
					}
					num_of_controlled_states = > 0
				}
				set_temp_variable = {
					rescue_op = operative_captor
				}
			}
		}
		set_temp_variable = {
			started_operation = 1
		}
		set_variable = {
			EAI_operation_type = token:operation_rescue_operative
		} {
			EAI_operation_target = rescue_op
		}
	}
}
### Entity: Effect Reference
Construct: random_unit_leader
Constructs: limit, random_unit_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_unit_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on a random Unit Leader of the country in scope, that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
ex: GER = {
  random_unit_leader = {
	tooltip = my_loc_key # Optional
	include_invisible = yes # Optional - default = no
    ... character scope effects ...
  }
}
```
### Entity: National Focus
Tree: per_focus
Component: PER_workers_army
Constructs: prerequisite, limit, has_government, completion_reward, allow_branch, add_command_power, add_trait, has_character
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_workers_army
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = PER_the_new_economy
	}
	x = -1
	y = 1
	relative_position_id = PER_the_new_economy
	cost = 5
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_command_power = 10
		army_experience = 25
		PER_ahmad_amir_ahmadi = {
			add_trait = {
				trait = politically_connected
			}
		}
		PER_ali_akbar_derakhshani = {
			add_trait = {
				trait = politically_connected
			}
		}
		PER_jafar_kavian = {
			add_trait = {
				trait = politically_connected
			}
		}
		IF = {
			limit = {
				has_character = PER_ali_akbar_derakhshani
				PER_ali_akbar_derakhshani = {
					is_field_marshal = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			PER_ali_akbar_derakhshani = {
				promote_leader = yes
			}
		} {
			limit = {
				has_character = PER_jafar_kavian
				PER_jafar_kavian = {
					is_field_marshal = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			PER_jafar_kavian = {
				promote_leader = yes
			}
		} {
			limit = {
				has_character = PER_bahram_aryana PER_gholam_ali_oveissi
			}
			retire_character = PER_bahram_aryana PER_gholam_ali_oveissi
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
	}
}
### Entity: Unit Template
Component: MEN_MAR_01
Source: game
File: common/units/names_divisions/MEN_names_divisions.txt

Code:
MEN_MAR_01 = {
	name = Marine Unit
	for_countries = {
		MEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d Mengjiang Luzhan Dui Shi
	ordered = {
		1 = {
			%d Mengjiang Luzhan Dui Shi
		}
		2 = {
			%d Mengjiang Luzhan Dui Shi
		}
		3 = {
			%d Mengjiang Luzhan Dui Shi
		}
		4 = {
			%d Mengjiang Luzhan Dui Shi
		}
		5 = {
			%d Mengjiang Luzhan Dui Shi
		}
		6 = {
			%d Mengjiang Luzhan Dui Shi
		}
		7 = {
			%d Mengjiang Luzhan Dui Shi
		}
		8 = {
			%d Mengjiang Luzhan Dui Shi
		}
		9 = {
			%d Mengjiang Luzhan Dui Shi
		}
		10 = {
			%d Mengjiang Luzhan Dui Shi
		}
	}
}
### Entity: Event
Component: CZE.107
Constructs: is_triggered_only, add_ideas
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.107
	title = CZE.107.t
	desc = CZE.107.d
	picture = GFX_CZKE_skoda_export_report
	is_triggered_only = yes
	option = {
		name = CZE.107.a
		add_ideas = CZE_armament_exports_idea
	}
}
### Entity: Event
Component: pakistan.4
Constructs: owns_state, fire_only_once, add_political_power, add_to_variable
Source: game
File: events/pakistan.txt

Code:
country_event = {
	id = pakistan.4
	title = pakistan.4.t
	desc = pakistan.4.d
	fire_only_once = yes
	trigger = {
		owns_state = 430
		tag = PAK
	}
	mean_time_to_happen = {
		days = 235
	}
	option = {
		name = Only teach Bengali
		custom_effect_tooltip = substract5ban
		add_to_variable = {
			var = bangladesh_freedom
			value = -5
		}
		add_political_power = -75
	} {
		name = Teach both
		custom_effect_tooltip = add2ban
		add_to_variable = {
			var = bangladesh_freedom
			value = 2
		}
		add_political_power = 10
	} {
		name = Only teach Urdu
		custom_effect_tooltip = add15ban
		add_to_variable = {
			var = bangladesh_freedom
			value = 15
		}
		add_political_power = 100
	}
}
### Entity: Joint Focus
Component: HABSBURG_reinforced_industry
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_reinforced_industry
	dynamic = yes
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = HABSBURG_industrializing_our_capitals
	}
	relative_position_id = HABSBURG_industrializing_our_capitals
	mutually_exclusive = {
		focus = HABSBURG_industrial_effectivization
	}
	x = 3
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_joint_industry_ns_intro
			add_to_variable = {
				global.HABSBURG_industry_industry_free_repair_factor = 0.25
				tooltip = industry_free_repair_factor_tt
			} {
				global.HABSBURG_industry_industry_air_damage_factor = -0.3
				tooltip = industry_air_damage_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_joint_industry_ns_intro
			add_to_variable = {
				global.HABSBURG_industry_industry_free_repair_factor = 0.25
				tooltip = industry_free_repair_factor_tt
			} {
				global.HABSBURG_industry_industry_air_damage_factor = -0.3
				tooltip = industry_air_damage_factor_tt
			}
		}
	}
}
### Entity: Event
Component: AAT_nordic_cooperation.5
Constructs: is_triggered_only, ai_chance, add_offsite_building
Source: game
File: events/AAT_nordic.txt

Code:
country_event = {
	id = AAT_nordic_cooperation.5
	title = AAT_nordic_cooperation.5.t
	desc = AAT_nordic_cooperation.5.desc
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_nordic_cooperation.5.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}
### Entity: Character
Component: RAJ_freedom_fighter
Constructs: communism_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_freedom_fighter = {
	sprite = 13
	army_attack_against_major_factor = 0.08
	army_defence_against_major_factor = 0.1
	supply_consumption_factor = -0.03
	communism_drift = 0.03
}
### Entity: Modifier Reference
Construct: autonomy_gain_warscore
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## autonomy_gain_warscore

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: Idea
Component: CUF_bribed_china
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_bribed_china = {
	picture = jap_ichi_go
	cancel = {
		tag = CUG
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.03
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		attack_bonus_against = 0.025
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/DOM_1936_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_light_1
			creator = DOM
			version_name = A/B/C/D Class
		}
		name = Trujillo
		requested_factories = 1
		progress = 0.9
		amount = 1
	}
}
### Entity: Scripted Trigger
Component: should_USA_invade_europe_or_africa
Constructs: has_government, has_war_with, is_in_faction_with, has_military_access_to, has_capitulated, is_in_array
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
should_USA_invade_europe_or_africa = {
	USA = {
		OR = {
			is_in_faction_with = ENG
			has_military_access_to = ENG
		}
	}
	surrender_progress = < 0.05
	FRA = {
		has_capitulated = yes
	}
	OR = {
		GER = {
			exists = yes
			has_war_with = USA
		}
		ITA = {
			exists = yes
			has_war_with = USA
		}
		SPR = {
			exists = yes
			has_war_with = USA
		}
		USA = {
			OR = {
				AND = {
					has_government = democratic
					ENG = {
						has_government = democratic
					}
					OR = {
						GER = {
							has_government = fascism
						}
						ITA = {
							has_government = fascism
						}
					}
				}
				is_in_array = {
					potential_and_current_enemies = GER
				} {
					potential_and_current_enemies = ITA
				} {
					potential_and_current_enemies = SPR
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_institutional_revolution
Constructs: has_completed_focus, prerequisite, limit, has_government, add_stability, completion_reward, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_institutional_revolution
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = MEX_focus_purge_the_bureaucracy
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_purge_the_bureaucracy
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		democratic = > 0.4
		has_civil_war = no
		NOT = {
			has_completed_focus = MEX_focus_party_of_the_revolution
		} {
			has_completed_focus = MEX_focus_catholic_politics
		} {
			has_completed_focus = MEX_focus_crusade_against_atheism
		} {
			has_completed_focus = MEX_focus_revanchist_revolution
		} {
			has_completed_focus = MEX_focus_communist_revolution
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_stability = 0.1
		if = {
			limit = {
				has_country_leader = {
					character = MEX_lazaro_cardenas
				}
			}
			add_country_leader_role = {
				character = MEX_lazaro_cardenas
				country_leader = {
					expire = 1965.1.1
					ideology = socialism
					traits = {
						refounder_of_mexico
					}
				}
				promote_leader = yes
			} {
				character = MEX_plutarco_calles
				country_leader = {
					ideology = despotism
					traits = {
						el_jefe_maximo
					}
				}
				promote_leader = yes
			}
		} {
			limit = {
				NOT = {
					has_government = democratic
				}
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
		}
		set_party_name = {
			ideology = democratic
			name = MEX_democratic_party_institutional_revolutionary_party_short
			long_name = MEX_democratic_party_institutional_revolutionary_party_long
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_a_modern_economy
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_a_modern_economy
	icon = GFX_focus_SIA_a_modern_economy
	x = 3
	y = 1
	relative_position_id = SIA_public_credit
	prerequisite = {
		focus = SIA_public_credit
	} {
		focus = SIA_textile_mills
	}
	cost = 5
	ai_will_do = {
		factor = 40
	}
	available = {
		num_of_factories = > 50
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_a_modern_economy
			days = 365
		}
	}
}
### Entity: Idea
Component: GXC_uneasy_minds_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
GXC_uneasy_minds_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = chi_war_of_resistance
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		stability_factor = -0.1
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_fund_the_defense_industry
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_fund_the_defense_industry
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = WAF_state_intervention
	}
	x = 0
	y = 1
	relative_position_id = WAF_state_intervention
	cost = 10
	available = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_ideas = GEN_Military_Build_I
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_infantry_equipment_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.510
Constructs: is_triggered_only, fire_only_once, add_legitimacy
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.510
	title = BBA_italo_ethiopian_war_events.510.t
	desc = BBA_italo_ethiopian_war_events.510.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = BBA_italo_ethiopian_war_events.510.a
		add_legitimacy = -10
	}
}
### Entity: Idea
Component: PRC_usurp_control_over_yanan_idea
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_usurp_control_over_yanan_idea = {
	picture = MEX_revolutionary_army
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	targeted_modifier = {
		tag = XIC
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0B
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0B = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^11 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0B
		value = 15000
	} {
		type = invade
		id = C0B
		value = 200
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_spread_revolution
Constructs: prerequisite, limit, completion_reward, is_ally_with, create_wargoal, annex_everything, add_state_claim, set_cosmetic_tag
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_spread_revolution
	icon = GFX_goal_PAL_spread_revolution
	prerequisite = {
		focus = PAL_dealing_with_husseinis
	} {
		focus = PAL_centralize_power
	}
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	relative_position_id = PAL_centralize_power
	completion_reward = {
		if = {
			limit = {
				ISR = {
					exists = yes
				}
				NOT = {
					is_ally_with = ISR
				}
			}
			create_wargoal = {
				target = ISR
				type = annex_everything
			}
		}
		add_state_claim = 455 553 554 677 680 675 656 291 676 1045 1046 1047 1048 1049
		custom_effect_tooltip = newline_tt PAL_spread_revolution_tt
		hidden_effect = {
			set_cosmetic_tag = PAL_commie_greater
		}
	}
}
### Entity: Order of Battle
Component: LVO Mekhanizirovanaya Gruppa
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1936_nsb.txt

Code:
division = {
	name = LVO Mekhanizirovanaya Gruppa
	location = 3151
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			version_name = T-26TU mod. 1933
			amount = 150
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_collaborative_civil_works_programme
Constructs: prerequisite, limit, has_country_flag, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, is_in_faction_with
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_collaborative_civil_works_programme
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = TUR_the_mediterranean_entente
	}
	x = 0
	y = 1
	relative_position_id = TUR_the_mediterranean_entente
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		ITA = {
			custom_trigger_tooltip = {
				tooltip = ger_ita_tech_treaty_rejected
				has_country_flag = ITA_rejected_faction_with_TUR
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			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
			}
		} {
			limit = {
				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
			}
		} {
			limit = {
				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
			}
		}
		ITA = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		if = {
			limit = {
				BUL = {
					is_in_faction_with = TUR
				}
			}
			BUL = {
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: USA_douglas_aircraft_company_organization
Constructs: add_trait, has_tech, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_douglas_aircraft_company_organization = {
	include = generic_cas_aircraft_organization
	icon = GFX_idea_douglas_aircraft_company
	allowed = {
		tag = USA
	}
	override_trait = {
		token = generic_mio_trait_low_altitude_attacks
		position = {
			x = 3
			y = 0
		}
	}
	add_trait = {
		token = USA_mio_trait_remote_controlled_turrets
		name = USA_mio_trait_remote_controlled_turrets
		icon = GFX_generic_mio_trait_icon_air_attack
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_low_altitude_attacks
		available = {
			FROM = {
				has_tech = computing_machine
			}
		}
		any_parent = {
			generic_mio_trait_low_altitude_attacks
		}
		equipment_bonus = {
			air_attack = 0.1
		}
	} {
		token = USA_mio_trait_specialist_nose_configurations
		name = USA_mio_trait_specialist_nose_configurations
		icon = GFX_generic_mio_department_icon_plane_cas_combat
		special_trait_background = yes
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_heavily_armed_aircraft
		any_parent = {
			generic_mio_trait_air_brakes generic_mio_trait_wingborne_fuel_tanks
		} {
			generic_mio_trait_heavily_armed_aircraft
		}
		equipment_bonus = {
			air_ground_attack = 0.1
		}
	}
}
### Entity: AI Strategy
Component: GER_spain_ally
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_spain_ally = {
	allowed = {
		NOT = {
			has_dlc = La Resistance
		}
		original_tag = GER
	}
	enable = {
		has_completed_focus = GER_alliance_with_spain
		country_exists = SPR
		SPR = {
			has_government = fascism
		}
	}
	abort = {
		NOT = {
			country_exists = SPR
		}
	}
	ai_strategy = {
		type = befriend
		id = SPR
		value = 100
	} {
		type = alliance
		id = SPR
		value = 100
	}
}
### Entity: Scripted Trigger
Component: ITA_is_southern_designer
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_southern_designer = {
	custom_trigger_tooltip = {
		tooltip = ITA_southern_designer_tt
		hidden_trigger = {
			always = yes
		}
	}
}