Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_reorganize_secret_services
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_dlc, has_game_rule, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_reorganize_secret_services
	icon = GFX_focus_generic_secret_service_agency
	prerequisite = {
		focus = GER_war_preparations
	}
	x = -1
	y = 1
	relative_position_id = GER_war_preparations
	cost = 10
	allow_branch = {
		has_dlc = La Resistance
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww
				}
			}
		}
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = generic_remove_as_political_advisor_tt generic_skip_one_line_tt
		show_ideas_tooltip = GER_wilhelm_canaris
		GER_add_or_modify_military_intelligence_service = yes
		add_to_variable = {
			GER_military_intelligence_service_operative_slot = 1
			tooltip = operative_slot_tt
		} {
			GER_military_intelligence_service_agency_upgrade_time = -0.2
			tooltip = agency_upgrade_time_tt
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			GER_create_operative_hans_haupt = yes
		}
	}
}
### Entity: Idea
Component: PRC_lack_skilled_personnel_6
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_lack_skilled_personnel_6 = {
	name = PRC_lack_skilled_personnel
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = indochina_illiteracy
	research_bonus = {
		electronics = -0.22
		nuclear = -0.27
		industry = -0.17
		armor = -0.08
		naval_equipment = -0.13
		air_equipment = -0.11
		artillery = -0.05
	}
	modifier = {
		naval_doctrine_cost_factor = 0.1
		air_doctrine_cost_factor = 0.07
	}
}
### Entity: Order of Battle
Component: Kwangsi 24 Shih
Constructs: division_template
Source: game
File: history/units/r56_GXC_1936.txt

Code:
division = {
	name = Kwangsi 24 Shih
	location = 7137
	division_template = Luchün Shih
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
}
### Entity: Order of Battle
Component: Base Naval El Ferrol
Source: game
File: history/units/SPR_1936_naval_legacy.txt

Code:
fleet = {
	name = Base Naval El Ferrol
	naval_base = 758
	task_force = {
		name = Escuadrón de El Ferrol
		location = 758
		ship = {
			name = ARE Jaime I
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE España
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Libertad
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SPR
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARE Almirante Cervera
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SPR
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARE Miguel de Cervantes
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SPR
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARE Alsedo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Velasco
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Lazaga
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SPR
				}
			}
		}
	}
}
### Entity: Unit Leader
Component: SWE_wounded_in_protests
Source: game
File: common/unit_leader/SWE_traits.txt

Code:
SWE_wounded_in_protests = {
	type = all
	trait_type = status_trait
	non_shared_modifier = {
		skill_bonus_factor = -0.75
		cannot_use_abilities = 1
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_realpolitik
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_realpolitik
	icon = GFX_goal_molotov_ribbentrop_pact
	prerequisite = {
		focus = MEX_focus_falangist_veterans MEX_focus_support_spains_loyalists
	}
	mutually_exclusive = {
		focus = MEX_focus_hispanic_alliance MEX_focus_bolivarian_alliance
	}
	x = 0
	y = 2
	relative_position_id = MEX_focus_spanish_civil_war_refugees
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_stability = 0.05
		add_war_support = 0.05
		add_political_power = 120
	}
}
### Entity: Idea
Component: PRC_the_chinese_red_army_1939_fake
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_chinese_red_army_1939_fake = {
	picture = generic_communist_army
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	removal_cost = -1
	modifier = {

	}
}
### Entity: Character
Component: evans_deakin_trait
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
evans_deakin_trait = {
	random = no
	equipment_bonus = {
		carrier = {
			naval_range = 0.25
		}
		capital_ship = {
			naval_range = 0.25
		}
		screen_ship = {
			naval_range = 0.25
		}
		submarine = {
			naval_range = 0.25
			build_cost_ic = -0.1
		}
		convoy = {
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_capital_military_academy
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_capital_military_academy
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = SUD_field_piece_research
	}
	x = -1
	y = 1
	relative_position_id = SUD_field_piece_research
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SUD_capital_military_academy
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		} {
			name = SUD_capital_military_academy
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		} {
			name = SUD_capital_military_academy
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_materiel_designer_1_motorized_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_materiel_designer_1_motorized_effect = {
	if = {
		limit = {
			has_idea = SOV_gaz
		}
		set_country_flag = SOV_merge_materiel_gaz_1_flag
		swap_ideas = {
			remove_idea = SOV_gaz
			add_idea = SOV_gaz_1
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_gaz_2
		}
		set_country_flag = SOV_merge_materiel_gaz_1_flag
		swap_ideas = {
			remove_idea = SOV_gaz_2
			add_idea = SOV_gaz_1_2
		}
	} {
		limit = {
			has_idea = SOV_gaz_3
		}
		set_country_flag = SOV_merge_materiel_gaz_1_flag
		swap_ideas = {
			remove_idea = SOV_gaz_3
			add_idea = SOV_gaz_1_3
		}
	} {
		limit = {
			has_idea = SOV_gaz_2_3
		}
		set_country_flag = SOV_merge_materiel_gaz_1_flag
		swap_ideas = {
			remove_idea = SOV_gaz_2_3
			add_idea = SOV_gaz_final
		}
	}
}
### Entity: Idea
Component: ARM_workers_propaganda_idea
Constructs: has_government, mobilization_speed
Source: game
File: common/ideas/armenia.txt

Code:
ARM_workers_propaganda_idea = {
	picture = trotskyite_plot_purged
	allowed = {
		original_tag = ARM
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		political_power_factor = -0.05
		consumer_goods_factor = 0.05
		recruitable_population_factor = 0.1
		mobilization_speed = 0.15
		mobilization_laws_cost_factor = -0.25
	}
}
### Entity: Event
Component: bftb_greece.44
Constructs: is_triggered_only, declare_war_on, puppet_wargoal_focus, add_to_faction
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.44
	title = bftb_greece.44.t
	desc = bftb_greece.44.desc
	picture = GFX_report_event_gre_city_devastated
	is_triggered_only = yes
	option = {
		name = bftb_greece.44.a
		declare_war_on = {
			type = puppet_wargoal_focus
			target = TUR
		}
		hidden_effect = {
			SOV = {
				add_to_faction = GRE
			}
		}
	}
}
### Entity: Decision
Component: form_maphilindo_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_maphilindo_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_maphilindo
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Agricultural_Subsidies
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_power_balance_value
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Agricultural_Subsidies
	icon = GFX_goal_generic_wheat
	cost = 10
	ai_will_do = {
		factor = 2
	}
	prerequisite = {
		focus = RAJ_Irrigation_Infrastructure
	}
	x = -1
	y = 1
	relative_position_id = RAJ_Irrigation_Infrastructure
	completion_reward = {
		add_ideas = RAJ_agriculture_subsidised
		add_power_balance_value = {
			id = r56_south_asia_religious_bop
			value = 0.05
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_integrate_kola_and_karelia
Constructs: prerequisite, limit, completion_reward, is_subject, add_to_array, is_in_array, clear_array
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_integrate_kola_and_karelia
	icon = GFX_focus_FIN_integrate_kola_and_karelia
	prerequisite = {
		focus = FIN_join_the_comintern
	}
	x = 0
	y = 1
	relative_position_id = FIN_join_the_comintern
	cost = 10
	bypass = {
		controls_state = 213 215 216
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = FIN_integrate_kola_and_karelia_tt
		hidden_effect = {
			213 = {
				controller = {
					add_to_array = {
						ROOT.target_countries = THIS
					}
				}
			}
			215 = {
				controller = {
					if = {
						limit = {
							NOT = {
								is_in_array = {
									ROOT.target_countries = THIS
								}
							}
						}
						add_to_array = {
							ROOT.target_countries = THIS
						}
					}
				}
			}
			216 = {
				controller = {
					if = {
						limit = {
							NOT = {
								is_in_array = {
									ROOT.target_countries = THIS
								}
							}
						}
						add_to_array = {
							ROOT.target_countries = THIS
						}
					}
				}
			}
			for_each_scope_loop = {
				array = ROOT.target_countries
				country_event = {
					id = AAT_finland_diplomacy.11
					hours = 1
				}
			}
			clear_array = ROOT.target_countries
		}
	}
}
### Entity: AI Strategy
Component: EAI_light_tank_recon_support
Constructs: has_tech
Source: game
File: common/ai_equipment/EAI_armor_light_tank.txt

Code:
EAI_light_tank_recon_support = {
	category = land
	roles = {
		land_light_tank
	}
	priority = {
		base = 0
	}
	LIGHT_RECON_TANK = {
		enable = {
			has_tech = basic_light_tank_chassis
		}
		priority = {
			base = 500
		}
		target_variant = {
			type = light_tank_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = tank_heavy_machine_gun
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = expanded_fuel_tank
				special_type_slot_2 = expanded_fuel_tank
				special_type_slot_3 = expanded_fuel_tank
				special_type_slot_4 = expanded_fuel_tank
			}
			upgrades = {
				tank_nsb_engine_upgrade = 8
				tank_nsb_armor_upgrade = 0
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_red_militias
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_red_militias
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = GRE_soviet_subsidised_railways
	}
	x = 0
	y = 1
	relative_position_id = GRE_soviet_subsidised_railways
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = GRE_red_militias_spirit
	}
}
### Entity: Idea
Component: officers_purged_10
Constructs: has_government, industrial_capacity_factory, removal_cost, research_bonus, send_volunteer_factor
Source: game
File: common/ideas/r56_soviet.txt

Code:
officers_purged_10 = {
	name = officers_purged_10
	removal_cost = -1
	picture = officers_purged
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	research_bonus = {
		land_doctrine = -0.01
		naval_doctrine = -0.01
		air_doctrine = -0.01
	}
	modifier = {
		army_org_factor = -0.05
		army_bonus_air_superiority_factor = -0.01
		surrender_limit = -0.005
		send_volunteer_factor = -0.26
		industrial_capacity_factory = -0.02
		training_time_factor = 0.05
	}
}
### Entity: AI Strategy
Component: ENG_bomber_production
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_bomber_production = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		num_of_military_factories = > 30
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = tactical_bomber
		value = 1
	} {
		type = equipment_production_min_factories
		id = strategic_bomber
		value = 1
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_army_war_college
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, create_corps_commander
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_army_war_college
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = ROM_army_maneuvers
	}
	x = -1
	y = 1
	relative_position_id = ROM_army_maneuvers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = ROM_army_war_college
		custom_effect_tooltip = ROM_war_college_tt
		hidden_effect = {
			create_corps_commander = {
				name = Barbu Paraianu
				gfx = GFX_Portrait_romania_barbu_paraianu
				traits = {
					infantry_officer
				}
				skill = 2
				attack_skill = 1
				defense_skill = 1
				planning_skill = 3
				logistics_skill = 2
			}
		}
	}
}
### Entity: Country History
Country: RKH
Component: RKH_technology
Constructs: set_technology
Source: game
File: history/countries/RKH - Bohmen Mahren.txt

Code:
# Starting Technologies for RKH
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: Faction
Component: faction_template_hipanic_alliance_faction
Constructs: change_leader_rule_manpower
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_hipanic_alliance_faction = {
	name = CHL_hipanic_alliance_faction
	manifest = faction_manifest_pan_americanism
	can_leader_join_other_factions = no
	icon = GFX_faction_logo_generic_17
	visible = {
		OR = {
			original_tag = MEX RIG YUC ARG CHL PRU PAR URG BOL ECU COL VEN PAN PUE DOM CUB PAN COS NIC HON ELS EQG SPR
		}
	}
	goals = {
		faction_goal_control_panama_canal faction_goal_defeating_our_enemies
	}
	default_rules = {
		joining_rule_hispanic_only change_leader_rule_manpower
	}
}
### Entity: Idea
Component: WES_pot
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = WES
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Event
Component: KMT_event.97
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, give_resource_rights, add_to_variable, add_building_construction
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.97
	title = KMT_event.97.t
	desc = KMT_event.97.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = KMT_event.97.a
		ai_chance = {
			base = 0
		}
		add_political_power = -50
		add_stability = -0.05
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	} {
		name = KMT_event.97.b
		give_resource_rights = {
			receiver = FROM
			state = FROM.FROM
		}
		hidden_effect = {
			FROM = {
				add_to_variable = {
					KMT_eco_total = -750
				}
			}
		} {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
		FROM.FROM = {
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: mexico_historical
Constructs: has_government, has_war_with, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/MEX.txt

Code:
mexico_historical = {
	name = Mexican Secular Republic
	desc = The trend towards moderate secularism and the rule of law will be strengthened in Mexico, with the country aligning itself towards America.
	allowed = {
		original_tag = MEX
		has_dlc = Man the Guns
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = MEX_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = MEX_AI_SECULAR_REPUBLIC
			has_game_rule = {
				rule = MEX_ai_behavior
				option = SECULAR_REPUBLIC
			}
		}
	}
	abort = {
		OR = {
			has_war_with = USA
			has_government = fascism communism
		}
	}
	ai_national_focuses = {
		MEX_focus_plan_of_agua_prieta MEX_focus_exile_calles MEX_focus_control_the_army MEX_focus_repeal_the_calles_law MEX_focus_ban_political_militias MEX_focus_revolutionary_women MEX_focus_depoliticised_army MEX_focus_abolish_capital_punishment MEX_focus_state_education MEX_focus_professional_army MEX_focus_purge_the_bureaucracy MEX_focus_institutional_revolution MEX_focus_arrest_general_cedillo MEX_focus_national_bank MEX_focus_agricultural_credit_bank MEX_focus_confederation_of_mexican_workers MEX_focus_rent_freeze MEX_focus_ejido_worker_militias MEX_focus_womens_suffrage MEX_focus_spanish_civil_war_refugees MEX_focus_support_spains_loyalists MEX_focus_realpolitik MEX_focus_rural_infrastructure MEX_focus_peripheral_infrastructure MEX_focus_rural_schools MEX_focus_oil_field_expansion MEX_focus_nationalize_the_oil_fields MEX_focus_compensation MEX_focus_liberty_and_justice_for_all MEX_focus_aztec_eagles MEX_focus_international_peacekeepers MEX_focus_northern_steel_plants MEX_focus_engineering_school MEX_focus_television_innovators MEX_focus_xefo MEX_focus_law_on_industrial_promotion MEX_focus_nafinsa MEX_focus_oil_revenue_reinvestment
	}
	ideas = {
		MEX_bartolome_garcia_correa = 10
	}
}
### Entity: AI Strategy
Component: ITA_invasion_defense
Source: game
File: common/ai_navy/goals/goals_ITA.txt

Code:
ITA_invasion_defense = {
	objective_type = naval_invasion_defense
	available_for = {
		ITA
	}
	min_priority = 15
	max_priority = 25
}
### Entity: Idea
Component: SHX_suiyuan_campaign_idea
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/japan.txt

Code:
SHX_suiyuan_campaign_idea = {
	picture = chi_wargaming_division
	allowed = {
		original_tag = SHX
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		surrender_limit = 0.25
		mobilization_speed = 0.1
	}
	targeted_modifier = {
		tag = JAP
		defense_bonus_against = 0.2
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_develop_gdansk_ship_building
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, complete_tooltip, random_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_develop_gdansk_ship_building
	icon = GFX_goal_generic_construct_naval_dockyard
	available = {
		has_full_control_of_state = 85
	}
	prerequisite = {
		focus = POL_ban_the_nazi_party
	}
	x = 1
	y = 1
	cost = 10
	relative_position_id = POL_ban_the_nazi_party
	ai_will_do = {
		factor = 2
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				85
			}
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Trigger Reference
Construct: controls_province
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## controls_province

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check controller for province
```
### Entity: AI Strategy
Component: EAI_DIPLO_expeditionaries_to_E04
Constructs: check_variable, send_expeditionary_force
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_expeditionaries_to_E04 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_expeditionary_targets^4 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = E04
		target = send_expeditionary_force
		value = 10000
	}
}
### Entity: Event
Component: denmark_resistance_event.6
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.6
	title = denmark_resistance_event.6.t
	desc = denmark_resistance_event.6.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.3.a
		ai_chance = {
			base = 1
		}
	}
}