Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: RKN
Source: game
File: common/names/00_names.txt

Code:
RKN = {
	male = {
		names = {
			Adriaan Albert Anthony Antonius Berend Bodo Carsten Christiaan Cornelis Dirk Ferdinand Freek Frits Gerard Godfried Govert Hendrik Henri Jacob Jacobus Jan Jan Willem Johan Johannes Laurens Mathias Matthijs Nicolaas Peter Petrus Philippus Pieter Quirinus Sijmen Theodorus Tjerk Willem
		}
	}
	female = {
		names = {
			Coba Corrie Frieda Hannie Helena Ina Jet Joke Miep Reina Truus
		}
	}
	surnames = {
		Boers 't Mannetje Best Bischoff van Heemskerk de Visser den Hollander den Ouden Jacometti van den Bent van den Briel van den Hof van der Bijl van Helsdingen van Liempd van Setten van Voorst tot Voorst van Zinnicq Bergmann Wittert van Hoogland Bosch Bruggink Bruinier Buijs Buurman Carstens den Breejen Elias Folmer Giesen Ham Harberts Hilberdink Hoogewerff Hoving Jaapies Janssen Jolles Kaak Kraak Krouwel Kuiper Landzaat Leegstra Lukkien Maas Migchelbrink Reijnierse Rijnders Roelofsen Sandberg Scherpenhuijzen Schippers Steen Tebrunsvelt Varwijk Verhoef Visscher Vos Winkelman
	}
}
### Entity: Wiki Documentation
Construct: particle_editor
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
particle_editor
|
Spawns a particle editor
|

|

analyzetheatres (anth)
|
Analyze theatres for errors.
|

|

massconquer (massc)
|
Mass conquer tool. Requires direct province names.
|
Only for developers.
|

aircombat (airc) [<scenario name>] [<result name>] [<province id>] [<state id with airbase>] [<state id with airbase>] [<equipment type>] [<equipment type>] [<equipment creator country>] [<equipment creator country>]
|
Spawns an air combat in desired location.
|
Only for developers.
|
### Entity: Modifier Reference
Component: looting_resistance
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
looting_resistance = {
	icon = GFX_looting_resistance_icon
	local_manpower = -0.25
	resistance_growth = 0.03
	resistance_target = 0.05
	resistance_decay = -0.1
}
### Entity: National Focus
Component: germany_shared_focus
Constructs: shared_focus, prerequisite, has_war, limit, add_ideas, add_war_support, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus_tree = {
	id = germany_shared_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			OR = {
				tag = PRE BAY WUR BAD ALS SAX HES HAN MEK SHL RHI THU
				AND = {
					tag = SAA
					is_subject = no
				} {
					tag = DNZ
					has_global_flag = r56_DNZ_prussia_legacy
				}
			}
		}
	}
	continuous_focus_position = {
		x = 0
		y = 700
	}
	shared_focus = GEN_industrial_boom GEN_begin_industrial_buildup GEN_industrial_boom GEN_State_Matter GEN_Aviation_Effort GEN_Naval_Effort
	default = no
	reset_on_civilwar = no
	focus = {
		id = GERK_legacy_of_the_zollverein
		icon = GFX_goal_generic_major_diplo
		x = 6
		y = 0
		cost = 10
		available = {
			is_subject = no
			is_in_faction = no
			has_war = no
			NOT = {
				country_exists = GER
				has_global_flag = global_reunited_germany
			}
		}
		mutually_exclusive = {
			focus = GERK_move_towards_german_reunification
		}
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 50
				tag = PRE
			}
		}
		completion_reward = {
			every_other_country = {
				limit = {
					OR = {
						tag = PRE BAY WUR BAD ALS SAX HES HAN MEK SHL
					}
					is_in_faction = no
				}
				create_faction_from_template = {
					template = faction_template_generic
					name = GER_zollverein_faction
					icon = GFX_faction_logo_generic_5
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
				country_event = {
					id = generic.5
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_ANNEXATION
		}
	} {
		id = GERK_move_towards_german_reunification
		icon = GFX_goal_GER_monarchist_revival
		x = 8
		y = 0
		cost = 10
		available = {
			is_subject = no
			has_army_manpower = {
				size = > 119999
			}
			NOT = {
				country_exists = GER
				has_global_flag = global_reunited_germany
			}
		}
		mutually_exclusive = {
			focus = GERK_legacy_of_the_zollverein
		}
		ai_will_do = {
			factor = 0
		}
		completion_reward = {
			every_other_country = {
				limit = {
					OR = {
						tag = PRE BAY WUR BAD ALS SAX HES HAN MEK SHL
					}
					NOT = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						expire = 0
						type = annex_everything
					}
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_ANNEXATION
		}
	} {
		id = GERK_revitalize_old_traditions
		icon = GFX_goal_generic_officers
		x = 2
		y = 0
		cost = 10
		ai_
# ... (truncated)
### Entity: Unit Template
Component: GRE_MNT_01
Source: game
File: common/units/names_divisions/GRE_names_divisions.txt

Code:
GRE_MNT_01 = {
	name = Mountain Division
	for_countries = {
		GRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		GRE_INF_01
	}
	fallback_name = %s Merarchía Pezikoú
	ordered = {
		1 = {
			%s Merarchía Pezikoú
		}
		2 = {
			%s Merarchía Pezikoú
		}
		3 = {
			%s Merarchía Pezikoú
		}
		4 = {
			%s Merarchía Pezikoú
		}
		5 = {
			%s Merarchía Pezikoú
		}
		6 = {
			%s Merarchía Pezikoú
		}
		7 = {
			%s Merarchía Pezikoú
		}
		8 = {
			%s Merarchía Pezikoú
		}
		9 = {
			%s Merarchía Pezikoú
		}
		10 = {
			%s Merarchía Pezikoú
		}
		11 = {
			%s Merarchía Pezikoú
		}
		12 = {
			%s Merarchía Pezikoú
		}
		13 = {
			%s Merarchía Pezikoú
		}
		14 = {
			%s Merarchía Pezikoú
		}
		15 = {
			%s Merarchía Pezikoú
		}
		16 = {
			%s Merarchía Pezikoú
		}
		17 = {
			%s Merarchía Pezikoú
		}
		18 = {
			%s Merarchía Pezikoú
		}
		19 = {
			%s Merarchía Pezikoú
		}
		20 = {
			%s Merarchía Pezikoú
		}
		21 = {
			%s Merarchía Pezikoú
		}
		22 = {
			%s Merarchía Pezikoú
		}
		23 = {
			%s Merarchía Pezikoú
		}
		24 = {
			%s Merarchía Pezikoú
		}
		25 = {
			%s Merarchía Pezikoú
		}
		26 = {
			%s Merarchía Pezikoú
		}
		27 = {
			%s Merarchía Pezikoú
		}
		28 = {
			%s Merarchía Pezikoú
		}
		29 = {
			%s Merarchía Pezikoú
		}
		30 = {
			%s Merarchía Pezikoú
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_modernize_agriculture
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_core_state, is_fully_controlled_by, has_state_category, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_modernize_agriculture
	icon = GFX_focus_generic_modernize_agriculture_2
	x = 1
	y = 1
	relative_position_id = JAP_split_uo_zaibatsu_monopolies
	prerequisite = {
		focus = JAP_split_uo_zaibatsu_monopolies JAP_democratic_work_with_the_zaibatsus JAP_democratic_nationalize_zaibatsus
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = PREV
				OR = {
					has_state_category = rural large_town town
				}
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Decision
Component: ETH_improve_the_horn_of_africa_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/ETH_decision_categories.txt

Code:
ETH_improve_the_horn_of_africa_category = {
	icon = GFX_decision_category_generic_industry
	picture = GFX_decision_cat_picture_naval_treaties
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_develop_the_horn_of_africa
	}
	priority = {
		base = 4
	}
	visible_when_empty = no
}
### Entity: Character
Component: vfb_trait_salgado_2
Constructs: political_power_gain, mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_salgado_2 = {
	random = no
	mobilization_speed = 0.05
	political_power_gain = 0.05
	supply_consumption_factor = 0.02
}
### Entity: Character
Component: prime_minister_demirag
Constructs: political_power_gain, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
prime_minister_demirag = {
	random = no
	sprite = 13
	political_power_gain = 0.05
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_arms_factory_factor = 0.05
	production_speed_air_base_factor = 0.25
	democratic_drift = 0.05
}
### Entity: Modding Documentation
Construct: num_target_equipment_in_armies
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_target_equipment_in_armies
* description: number of equipment required in armies of the country, equipment type token is defined in target. example num_target_equipment_in_armies@infantry_equipment
### Entity: Event
Component: cityfall.28
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.28
	title = cityfall.28.t
	desc = cityfall.28.d
	picture = GFX_news_event_polish_resistance_warsaw
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_dublin_usa
	}
	option = {
		name = cityfall.28.a
		trigger = {
			NOT = {
				TAG = IRE USA
			}
		}
	} {
		name = cityfall.28.b
		trigger = {
			TAG = USA
		}
	} {
		name = cityfall.28.c
		trigger = {
			TAG = IRE
		}
	}
}
### Entity: Idea
Component: SPR_national_strikes_6
Constructs: stability_factor, has_global_flag
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_national_strikes_6 = {
	name = SPR_national_strikes
	picture = FRA_factory_strikes
	allowed = {
		original_tag = SPR
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.2
		political_power_factor = -0.2
	}
}
### Entity: Decision
Component: political_actions
Constructs: fire_only_once, is_owned_by, is_fully_controlled_by, is_core_of, remove_effect, add_core_of
Source: game
File: common/decisions/r56_IRQ.txt

Code:
political_actions = {
	IRQ_assimilate_arabistan = {
		icon = generic_nationalism
		cost = 25
		fire_only_once = yes
		days_remove = 30
		allowed = {
			OR = {
				original_tag = IRQ SAU YEM OMA EGY SUD LBA JOR PAL LEB SYR KUW UAE QAT TUN ALG MOR ADU
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 413
			}
		}
		available = {
			413 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 50
			}
		}
		visible = {
			controls_state = 413
			413 = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		remove_effect = {
			413 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_on_research
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies.txt

Code:
EAI_PC_on_research = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_on_research_TYPE_ID
	} {
		strategy_type_prio = @EAI_PC_on_research_PRIO
	}
	if = {
		limit = {
			tag = SOV
		}
		EAI_PC_on_research_SOV = yes
	}
}
### Entity: Scripted Effect
Component: POL_sanation_left_opposition_up
Constructs: limit, remove_ideas, has_government, has_idea, swap_ideas, remove_idea, add_idea, is_historical_focus_on
Source: game
File: common/scripted_effects/POL_scripted_effects.txt

Code:
POL_sanation_left_opposition_up = {
	if = {
		limit = {
			has_idea = POL_sanation_left_opposition_1
		}
		swap_ideas = {
			remove_idea = POL_sanation_left_opposition_1
			add_idea = POL_sanation_left_opposition_2
		}
	}
	else_if = {
		limit = {
			has_idea = POL_sanation_left_opposition_2
		}
		swap_ideas = {
			remove_idea = POL_sanation_left_opposition_2
			add_idea = POL_sanation_left_opposition_3
		}
	} {
		limit = {
			has_idea = POL_sanation_left_opposition_3
		}
		swap_ideas = {
			remove_idea = POL_sanation_left_opposition_3
			add_idea = POL_sanation_left_opposition_4
		}
	} {
		limit = {
			has_idea = POL_sanation_left_opposition_4
		}
		remove_ideas = POL_sanation_left_opposition_4
		if = {
			limit = {
				is_historical_focus_on = yes
				is_ai = yes
			}
			country_event = {
				id = poland.19
			}
		}
		else = {
			random_list = {
				50 = {
					hidden_effect = {
						add_country_leader_role = {
							character = POL_walery_slawek
							country_leader = {
								ideology = socialism
								traits = {
									left_sanationist_minister
								}
								expire = 1965.1.1.1
							}
							promote_leader = yes
						}
					}
					start_civil_war = {
						ideology = democratic
						size = 0.45
						keep_unit_leaders_trigger = {
							NOT = {
								has_trait = POL_sanation_left_leader
							}
						}
					}
					random_other_country = {
						limit = {
							original_tag = ROOT
							has_government = democratic
						}
						set_cosmetic_tag = POL_SANATION
						set_party_name = {
							ideology = democratic
							long_name = POL_POS_party_long
							name = POL_POS_party
						}
					}
				} {
					country_event = {
						id = poland.19
					}
				}
			}
		}
	}
}
### Entity: Event
Component: r56_afghanistan.46
Constructs: is_triggered_only, division_template, add_opinion_modifier, random_owned_controlled_state, create_unit
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.46
	title = r56_afghanistan.46.t
	desc = r56_afghanistan.46.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.46.a
		custom_effect_tooltip = AFG_germany_accepted_5_divs
		add_opinion_modifier = {
			target = GER
			modifier = AFG_GER_sent_divs
		}
		hidden_effect = {
			division_template = {
				name = Wehrmacht Detachment
				template_counter = 1
				obsolete = yes
				override_model = GER_infantry_entity
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 1
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 1
					}
				}
			}
			random_owned_controlled_state = {
				create_unit = {
					division = name = "1. Wehrmacht Detachment" division_template = "Wehrmacht Detachment" start_experience_factor = 0.1 start_equipment_factor = 0.8
					owner = ROOT
				} {
					division = name = "2. Wehrmacht Detachment" division_template = "Wehrmacht Detachment" start_experience_factor = 0.1 start_equipment_factor = 0.8
					owner = ROOT
				} {
					division = name = "3. Wehrmacht Detachment" division_template = "Wehrmacht Detachment" start_experience_factor = 0.1 start_equipment_factor = 0.8
					owner = ROOT
				}
			} {
				create_unit = {
					division = name = "1. Wehrmacht Detachment" division_template = "Wehrmacht Detachment" start_experience_factor = 0.1 start_equipment_factor = 0.8
					owner = ROOT
				} {
					division = name = "2. Wehrmacht Detachment" division_template = "Wehrmacht Detachment" start_experience_factor = 0.1 start_equipment_factor = 0.8
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Idea
Component: NRU_oppression_of_opposition
Constructs: stability_factor, has_government, communism_drift, fascism_drift
Source: game
File: common/ideas/nauru.txt

Code:
NRU_oppression_of_opposition = {
	name = NRU_oppression_of_opposition
	picture = generic_anti_extremism
	allowed = {

	}
	cancel = {
		has_government = communism fascism
	}
	modifier = {
		political_power_factor = 0.25
		stability_factor = -0.05
		communism_drift = -0.05
		fascism_drift = -0.05
	}
}
### Entity: National Focus
Component: wuw_HUN_establishing_a_new_dynasty
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_establishing_a_new_dynasty
	icon = GFX_focus_HUN_establishing_a_new_dynasty
	prerequisite = {
		focus = wuw_HUN_abide_by_the_little_ententes_stipulations
	}
	mutually_exclusive = {
		focus = wuw_HUN_elect_a_democratic_king wuw_HUN_elect_a_fascist_king
	}
	x = -4
	y = 1
	relative_position_id = wuw_HUN_abide_by_the_little_ententes_stipulations
	cost = 5
	ai_will_do = {
		factor = 10
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = wuw_HUN_continue_the_regency
			} {
				has_completed_focus = wuw_HUN_end_the_white_terror
			} {
				has_completed_focus = wuw_HUN_elect_a_democratic_king
			} {
				has_completed_focus = wuw_HUN_elect_a_fascist_king
			} {
				has_completed_focus = wuw_HUN_reinstate_the_pragmatic_sanction
			}
		}
	}
	offset = {
		x = 4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_establishing_a_new_dynasty
		}
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt wuw_HUN_establishing_a_new_dynasty_tt generic_skip_one_line_tt HUN_fascist_uprising_mission_activation_tt
		country_event = {
			id = WW_hungary.90
			hours = 0
		}
		add_ideas = HUN_the_volksbund_idea
		hidden_effect = {
			activate_mission = HUN_the_incoming_fascist_civil_war_mission
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_intervention_in_europe
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_intervention_in_europe
	icon = GFX_goal_generic_territory_or_war
	x = 0
	y = 1
	prerequisite = {
		focus = USA_war_plans_division
	}
	relative_position_id = USA_war_plans_division
	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 = USA_intervention_in_europe
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			USA_create_george_musulin_operative = yes
		}
	}
}
### Entity: Idea
Component: NOR_liberate_finland_ns
Constructs: war_support_factor, removal_cost, communism_drift
Source: game
File: common/ideas/norway.txt

Code:
NOR_liberate_finland_ns = {
	picture = SWE_committee_against_the_finnish_white_terror
	allowed = {
		NOR_AAT = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = FIN
		attack_bonus_against = 0.15
		breakthrough_bonus_against = 0.2
	}
	modifier = {
		weekly_manpower = 200
		communism_drift = 0.01
		war_stability_factor = 0.05
		war_support_factor = 0.05
	}
}
### Entity: Event
Component: INS_chaos_events.1
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, add_popularity
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_chaos_events.1
	title = INS_chaos_events.1.t
	desc = INS_chaos_events.1.desc
	picture = GFX_report_event_fight_in_surabaya
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = INS_chaos_events.1.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					INS_check_plan_revolution_communist = yes
					INS_check_plan_revolution_democratic = yes
				}
			}
		}
		add_war_support = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		} {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = -0.05
		}
	} {
		name = INS_chaos_events.1.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				INS_check_plan_revolution_unaligned = yes
			}
		}
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		} {
			ideology = fascism
			popularity = 0.025
		} {
			ideology = democratic
			popularity = 0.025
		} {
			ideology = communism
			popularity = 0.025
		}
		add_war_support = -0.05
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Form_the_Navy
Constructs: prerequisite, limit, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, random_state
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Form_the_Navy
	icon = GFX_goal_generic_construct_naval_dockyard
	cost = 5
	x = 33
	y = 1
	prerequisite = {
		focus = PAK_Pakistan_Armed_Forces
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					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
				}
			}
		} {
			limit = {
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					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
				}
			}
		} {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		navy_experience = 75
	}
}
### Entity: Idea
Component: CHI_lingering_kmt_opposition4
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_lingering_kmt_opposition4 = {
	picture = jap_intervene_in_china
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.05
		army_org_factor = -0.05
		max_dig_in_factor = -0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.2
		attack_bonus_against = -0.2
	}
}
### Entity: Idea
Component: TUR_etatism_3
Constructs: stability_factor, political_power_gain, has_idea, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_etatism_3 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_etatism
	cancel = {
		has_idea = TUR_etatism_4
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
		political_power_gain = -0.15
		consumer_goods_factor = -0.15
		production_speed_industrial_complex_factor = 0.15
		production_speed_infrastructure_factor = 0.1
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05
	}
}
### Entity: Event
Component: INS_revolution_events.6
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.6
	title = INS_revolution_events.6.t
	desc = INS_revolution_events.6.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.6.a
		set_country_flag = HOL_british_light_support
		effect_tooltip = {
			indonesia_HOL_british_support_effect = yes
		}
	}
}