Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: czech.34
Constructs: is_triggered_only
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.34
	title = czech.32.t
	desc = czech.34.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = czech.34.a
		hidden_effect = {

		}
	}
}
### Entity: Trigger Reference
Construct: has_stability
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### has_stability
* description: check value of stability 0-1: Example has_stability < 0.6
* (Auto generated using the trigger with same name)
### Entity: Idea
Component: EAI_DD_13/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Character
Component: BUL_independant_agrarianist
Source: game
File: common/country_leader/r56_traits.txt

Code:
BUL_independant_agrarianist = {
	sprite = 10
	random = no
	political_power_factor = 0.05
	drift_defence_factor = 0.1
}
### Entity: Idea
Component: vittorio_emanuele_albania_ethiopia
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
vittorio_emanuele_albania_ethiopia = {
	name = vittorio_emanuele
	picture = ITA_vittorio_emanuele_of_everything
	allowed = {
		original_tag = ITA
	}
	available = {
		NOT = {
			has_government = neutrality
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.07
		party_popularity_stability_factor = 0.2
		compliance_growth = 0.2
	}
}
### Entity: Decision
Component: AST_big_business_pact_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_big_business_pact_cat = {
	priority = 80
	icon = GFX_decision_category_gre_paying_ifc_debt
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
}
### Entity: Character
Component: PHI_radical_leader
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_radical_leader = {
	random = no
	sprite = 13
	communism_drift = 0.1
	max_surrender_limit_offset = 0.15
	resistance_growth_on_our_occupied_states = 0.15
}
### Entity: Technology
Component: sp_artillery_purpose_built_gun_motor_carriages_tech
Constructs: is_major, allow_branch, has_dlc, is_special_project_completed, is_special_project_tech, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_land_self_propelled_super_heavy_howitzer
		}
	}
	is_special_project_tech = yes
	super_heavy_artillery = {
		reliability = 0.07
		supply_consumption = -0.1
	}
	self_propelled_super_heavy_artillery = {
		reliability = 0.07
		supply_consumption = -0.1
	}
	research_cost = 1.5
	start_year = 1940
	folder = {
		name = artillery_folder
		position = {
			x = -4
			y = 6
		}
	}
	categories = {
		artillery mio_cat_all_artillery_equipment mio_cat_artillery
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		base = 5
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 2
			date = > 1942.1.1
		}
	}
}
### Entity: Faction
Component: manpower_contribution_full_enable
Source: game
File: common/factions/member_upgrades/member_upgrades.txt

Code:
manpower_contribution_full_enable = {
	bonus = 0.0
	desc = FACTION_MANPOWER_NO_CONTRIBUTION_DESC
}
### Entity: Idea
Component: idea_RAJ_productivity_mandate
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_productivity_mandate = {
	allowed = {
		original_tag = RAJ
	}
	picture = chi_hyper_inflation5
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = -0.1
		production_factory_start_efficiency_factor = 0.05
		production_factory_max_efficiency_factor = -0.05
	}
}
### Entity: Order of Battle
Component: Base Naval El Ferrol
Source: game
File: history/units/SPR_1936_naval_mtg.txt

Code:
fleet = {
	name = Base Naval El Ferrol
	naval_base = 758
	task_force = {
		name = Escuadrón de El Ferrol
		location = 758
		ship = {
			name = ARE España
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = SPR
					version_name = España Class
				}
			}
		} {
			name = ARE Jaime I
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = SPR
					version_name = España Class
				}
			}
		} {
			name = ARE Libertad
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = SPR
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARE Almirante Cervera
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = SPR
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARE Miguel de Cervantes
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = SPR
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARE Alsedo
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SPR
					version_name = Alsedo Class
				}
			}
		} {
			name = ARE Velasco
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SPR
					version_name = Alsedo Class
				}
			}
		} {
			name = ARE Lazaga
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SPR
					version_name = Alsedo Class
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: SWI_werner_risch_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SWI_organization.txt

Code:
SWI_werner_risch_organization = {
	name = SWI_werner_risch
	include = generic_escort_ship_organization
	icon = GFX_idea_SWI_werner_risch
	allowed = {
		tag = SWI
		has_dlc = By Blood Alone
	}
}
### Entity: Scripted Trigger
Component: EAI_hospital_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_hospital_tech_focus = {
	NOT = {
		EAI_infantry_variant_focus_EARLY = yes
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_unite_the_crowns
Constructs: prerequisite, limit, has_war_with, add_stability, completion_reward, is_in_faction, is_in_faction_with, is_core_of
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_unite_the_crowns
	icon = GFX_goal_generic_demand_territory
	x = -1
	y = 1
	prerequisite = {
		focus = FRA_secure_the_crown_of_spain
	}
	mutually_exclusive = {
		focus = FRA_two_countries_two_crowns
	}
	relative_position_id = FRA_secure_the_crown_of_spain
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				country_exists = SPB
			}
			SPB = {
				NOT = {
					has_war_with = SPA
				} {
					has_war_with = SPC
				} {
					has_war_with = SPD
				} {
					has_war_with = ROOT
				}
				OR = {
					is_in_faction = no
					is_in_faction_with = ROOT
				}
			}
		}
		else = {
			any_controlled_state = {
				is_core_of = SPB
			}
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				country_exists = SPB
			}
			annex_country = {
				target = SPB
				transfer_troops = yes
			}
		}
		every_state = {
			limit = {
				is_core_of = SPB
			}
			add_core_of = ROOT
		}
		add_stability = -0.1
		set_cosmetic_tag = FRANCO_SPAIN
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Own_Bomber
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Own_Bomber
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = GEN_Own_Design
	}
	x = 0
	y = 1
	relative_position_id = GEN_Own_Design
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				ahead_reduction = 1
				category = heavy_air
			}
		}
		else = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				category = tactical_bomber cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: MAL_ARM_01
Source: game
File: common/units/names_divisions/MAL_names_divisions.txt

Code:
MAL_ARM_01 = {
	name = Royal Armoured Corps
	for_countries = {
		MAL
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d Kor Armor Diraja
	ordered = {
		1 = {
			%d Kor Armor Diraja
		}
		2 = {
			%d Kor Armor Diraja
		}
		3 = {
			%d Kor Armor Diraja
		}
		4 = {
			%d Kor Armor Diraja
		}
		5 = {
			%d Kor Armor Diraja
		}
	}
}
### Entity: Trigger Reference
Construct: days_since_last_strategic_bombing
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## days_since_last_strategic_bombing

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

```
Checks the days since last strategic bombing.
days_since_last_strategic_bombing < 10

```
### Entity: Modding Documentation
Construct: no_wargoal
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## no_wargoal

No need to have a wargoal for declaring war
### Entity: National Focus
Tree: lux_focus
Component: LUX_liberate_lowlands
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction_with, is_subject, every_other_country, create_wargoal
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_liberate_lowlands
	icon = GFX_goal_generic_occupy_states_ongoing_war
	cost = 10
	x = 0
	y = 1
	relative_position_id = LUX_unified_command
	prerequisite = {
		focus = LUX_unified_command
	}
	will_lead_to_war_with = HOL BEL FLA WLL
	available = {
		any_other_country = {
			OR = {
				original_tag = HOL BEL FLA WLL
			}
			NOT = {
				AND = {
					has_government = democratic
					is_in_faction_with = ROOT
				}
			}
		}
		is_subject = no
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					original_tag = HOL BEL FLA WLL
				} {
					NOT = {
						has_government = democratic
					} {
						is_in_faction_with = ROOT
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Technology
Component: modern_oil_processing
Constructs: research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	fuel_gain_factor_from_states = 0.5
	research_cost = 1.5
	start_year = 1943
	folder = {
		name = industry_folder
		position = {
			x = -1
			y = 10
		}
	}
	categories = {
		industry synth_resources cat_synth_oil
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 0.5
			oil = > 10
		} {
			factor = 0.5
			oil = > 20
		} {
			factor = 0.5
			oil = > 30
		}
	}
	ai_research_weights = {
		oil = -2.0
	}
	show_effect_as_desc = yes
}
### Entity: Decision
Component: political_actions
Constructs: fire_only_once, is_subject, has_cosmetic_tag, has_idea, is_fully_controlled_by, has_global_flag, complete_effect
Source: game
File: common/decisions/ALB.txt

Code:
political_actions = {
	ALB_question_of_the_capital = {
		icon = GFX_decision_eng_trade_unions_support
		fire_only_once = yes
		allowed = {
			original_tag = ALB
		}
		available = {
			is_subject = no
			has_cosmetic_tag = EGY_ALB_united
			NOT = {
				has_idea = generic_recent_political_unification
			}
			44 = {
				is_fully_controlled_by = ALB
			}
			447 = {
				is_fully_controlled_by = ALB
			}
			907 = {
				is_fully_controlled_by = ALB
			}
		}
		visible = {
			has_global_flag = form_egypt_albania_flag
		}
		complete_effect = {
			country_event = albania.15
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_an_airforce_to_be_reckoned_with
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_an_airforce_to_be_reckoned_with
	icon = GFX_focus_generic_armored_air_support
	prerequisite = {
		focus = wuw_HUN_dissolve_the_volksbund
	}
	mutually_exclusive = {
		focus = wuw_HUN_a_mobile_army
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_dissolve_the_volksbund
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_combined_warfare_effort_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		add_mastery_bonus = {
			name = wuw_HUN_an_airforce_to_be_reckoned_with
			bonus = 0.15
			days = 180
			grand_doctrine = superior_firepower
		}
		add_doctrine_cost_reduction = {
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
			name = wuw_HUN_an_airforce_to_be_reckoned_with
		} {
			cost_reduction = 0.75
			uses = 1
			category = air_doctrine
			name = wuw_HUN_an_airforce_to_be_reckoned_with
		}
	}
}
### Entity: Game Rule
Component: obsolete_focus_branches_visibility
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
obsolete_focus_branches_visibility = {
	name = OBSOLETE_FOCUS_BRANCHES_VISIBILITY
	group = RULE_GROUP_GENERAL_UI
	default = {
		name = HIDE
		text = RULE_OPTION_HIDE
		desc = RULE_OPTION_HIDE_DESC
	}
	option = {
		name = SHOW
		text = RULE_OPTION_SHOW
		desc = RULE_OPTION_SHOW_DESC_DESC
		allow_achievements = yes
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_move_to_secure_the_dominions
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, completion_reward, add_political_power, has_game_rule
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_move_to_secure_the_dominions
	prerequisite = {
		focus = ENG_organize_the_blackshirts ENG_concessions_to_the_trade_unions
	}
	offset = {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_concessions_to_the_trade_unions
		}
	}
	available = {
		is_subject = no
		has_war = no
		OR = {
			has_government = fascism communism
		} {
			RAJ = {
				is_subject_of = ENG
			}
			CAN = {
				is_subject_of = ENG
			}
			SAF = {
				is_subject_of = ENG
			}
			AST = {
				is_subject_of = ENG
			}
			NZL = {
				is_subject_of = ENG
			}
		}
	}
	icon = GFX_focus_eng_move_to_secure_the_dominions
	x = 3
	y = 1
	relative_position_id = ENG_organize_the_blackshirts
	cost = 5
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = generic_skip_one_line_tt ENG_move_to_secure_the_dominions_tt
		if = {
			limit = {
				CAN = {
					is_subject_of = ENG
				}
			}
			CAN = {
				country_event = {
					id = mtg_britain.62
					hours = 6
				}
			}
		} {
			limit = {
				SAF = {
					is_subject_of = ENG
				}
			}
			SAF = {
				country_event = {
					id = mtg_britain.62
					hours = 6
				}
			}
		} {
			limit = {
				RAJ = {
					is_subject_of = ENG
				}
			}
			RAJ = {
				country_event = {
					id = mtg_britain.62
					hours = 6
				}
			}
		} {
			limit = {
				AST = {
					is_subject_of = ENG
				}
			}
			AST = {
				country_event = {
					id = mtg_britain.62
					hours = 6
				}
			}
		} {
			limit = {
				NZL = {
					is_subject_of = ENG
				}
			}
			NZL = {
				country_event = {
					id = mtg_britain.62
					hours = 6
				}
			}
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.30
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: AST_R56_australian_army_2_idea
Constructs: removal_cost, coordination_bonus, recon_factor
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_australian_army_2_idea = {
	picture = AST_army
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		max_planning_factor = 0.1
		coordination_bonus = 0.05
		special_forces_cap = 0.05
		recon_factor = 0.05
	}
}
### Entity: Event
Component: lar_spain.80
Constructs: has_completed_focus, fire_only_once, set_portraits
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.80
	trigger = {
		tag = SPA
		has_completed_focus = SPA_caudillo_of_spain
		NOT = {
			has_completed_focus = SPA_restore_the_monarchy
		}
		date = > 1950.1.1
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	hidden = yes
	immediate = {
		hidden_effect = {
			SPA_francisco_franco = {
				set_portraits = {
					civilian = {
						large = GFX_portrait_spain_francisco_franco_old
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_frontmiliz_focus
Constructs: has_completed_focus, prerequisite, remove_ideas, completion_reward, has_idea, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_frontmiliz_focus
	icon = GFX_focus_AUS_frontmiliz_focus
	prerequisite = {
		focus = AUS_heimwehr_support
	} {
		focus = AUS_rapid_rearmament
	}
	mutually_exclusive = {

	}
	x = 5
	y = 2
	relative_position_id = AUS_heimwehr_support
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {
		has_completed_focus = AUS_heimwehr_support
		NOT = {
			has_idea = AUS_militia_support
		}
	}
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = AUS_militia_support
		custom_effect_tooltip = AUS_austrofascism_intro_tt
		add_to_variable = {
			AUS_austrofascism_militia_attack = 0.25
			tooltip = modifier_army_sub_unit_militia_attack_factor_tt
		} {
			AUS_austrofascism_militia_defence = 0.25
			tooltip = modifier_army_sub_unit_militia_defence_factor_tt
		} {
			AUS_austrofascism_militia_speed = 0.15
			tooltip = modifier_army_sub_unit_militia_speed_factor_tt
		}
	}
}
### Entity: Event
Component: mtg_news.42
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.42
	title = mtg_news.42.t
	desc = mtg_news.42.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.42.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.42.b
		trigger = {
			NOT = {
				original_tag = ENG
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Military Industrial Organization
Component: NZL_charlton_mw_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/NZL_organization.txt

Code:
NZL_charlton_mw_organization = {
	name = NZL_charlton_mw_organization
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_NZL_charlton_mw
	allowed = {
		original_TAG = NZL
		has_dlc = Together for Victory
	}
}
### Entity: Order of Battle
Component: 3a Divisione Lealista
Constructs: division_template
Source: game
File: history/units/r56_ITA_Civil_War_loyalist.txt

Code:
division = {
	name = 3a Divisione Lealista
	location = 1189
	division_template = Loyalist Milita
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_will_to_empire
Constructs: prerequisite, limit, completion_reward, add_political_power, has_full_control_of_state, has_country_leader, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_will_to_empire
	available = {
		has_full_control_of_state = 290
		has_country_leader = {
			character = SPA_jose_antonio_primo_de_rivera
			ruling_only = yes
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_strengthen_the_supreme_reality_of_spain
	}
	icon = GFX_goal_generic_demand_territory
	x = 0
	y = 2
	relative_position_id = SPA_strengthen_the_supreme_reality_of_spain
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 200
		290 = {
			if = {
				limit = {
					290 = {
						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
				}
			}
		}
		add_country_leader_trait = empire_builder
	}
}
### Entity: Unit Template
Component: ENG_CVL_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_CVL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CVL
	for_countries = {
		ENG
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = HMS 
	fallback_name = Carrier %s
	unique = {
		Unicorn Colossus Venerable Vengeance Glory Pioneer Ocean Perseus Theseus Triumph Warrior Magnificent Powerful Terrible Majestic Hercules Leviathan Argus Hermes Centaur Albion Bulwark Elephant Arrogant Monmouth Polyphemus Europa Andromeda
	}
}
### Entity: Event
Component: AST_union_control_events.1
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_union_control_events.1
	title = AST_union_control_events.1.t
	desc = AST_union_control_events.1.desc
	picture = GFX_report_event_PHI_communism_in_philippines
	is_triggered_only = yes
	option = {
		name = AST_union_control_events.1.a
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_limit_foreign_influence
Constructs: prerequisite, add_ideas, has_government, completion_reward, allow_branch, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_limit_foreign_influence
	icon = GFX_focus_PER_limit_foreign_influence
	prerequisite = {
		focus = PER_take_regional_tour
	}
	x = -1
	y = 1
	relative_position_id = PER_take_regional_tour
	mutually_exclusive = {
		focus = PER_embrace_industrial_powers
	}
	cost = 10
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = limited_exports
		custom_effect_tooltip = PER_legacy_of_greatness_tt
		add_to_variable = {
			PER_legacy_consumer_goods = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			PER_legacy_pp = 0.02
			tooltip = political_power_factor_tt
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/MZB_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = MZB
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_embrace_modernity
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_embrace_modernity
	icon = GFX_focus_research
	prerequisite = {
		focus = ADU_unite_the_opposition
	}
	relative_position_id = ADU_unite_the_opposition
	x = -2
	y = 1
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = military_research_grants_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}