Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ITA_naval_mine_layer
Constructs: has_war, any_of
Source: game
File: common/ai_equipment/ITA_naval.txt

Code:
ITA_naval_mine_layer = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		naval_mine_layer
	}
	priority = {
		factor = 3
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	mine_layer_light = {
		priority = {
			factor = 2
			modifier = {
				factor = 10
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light
			modules = {
				rear_1_custom_slot = ship_mine_layer_1
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_torpedo_slot = empty
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = {
					any_of = {
						ship_sonar ship_radar
					}
				}
				fixed_ship_anti_air_slot = < ship_anti_air_3
			}
		}
		requirements = {
			module = ship_mine_layer_1
		}
		allowed_modules = {
			ship_mine_layer_1 ship_anti_air ship_light_battery ship_fire_control_system light_ship_engine ship_torpedo ship_radar ship_sonar ship_depth_charge
		}
	}
	submarine_mine_layer = {
		priority = {
			factor = 20
			modifier = {
				factor = 10
				has_war = yes
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_cruiser_submarine
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				front_1_custom_slot = ship_mine_layer_sub
				rear_1_custom_slot = ship_mine_layer_sub
			}
		}
		requirements = {
			module = ship_mine_layer_sub
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	mine_layer_cruiser = {
		priority = {
			factor = 2
			modifier = {
				factor = 10
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_cruiser
			modules = {
				rear_1_custom_slot = ship_mine_layer_1
				mid_2_custom_slot = ship_mine_layer_1
				fixed_ship_engine_slot = < cruiser_ship_engine_3
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_secondaries_slot = empty
				fixed_ship_armor_slot = empty
				fixed_ship_anti_air_slot = < ship_anti_air_3
			}
		}
		requirements = {
			module = ship_mine_layer_1
		}
		allowed_modules = {
			ship_mine_layer_1 ship_anti_air ship_light_battery ship_fire_control_s
# ... (truncated)
### Entity: Event
Component: tfv_south_africa.95
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.95
	title = tfv_south_africa.95.t
	desc = tfv_south_africa.95.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		GNB = {
			if = {
				limit = {
					SAF = {
						controls_state = 296
					}
				}
				transfer_state = 296
			}
		}
		SAF = {
			puppet = GNB
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		GNB = {
			if = {
				limit = {
					SAF = {
						controls_state = 296
					}
				}
				transfer_state = 296
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = GNB
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/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_3/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_infrastructure_privatization
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_infrastructure_privatization
	icon = GFX_goal_generic_road
	x = -2
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	prerequisite = {
		focus = AFG_fatherland_party_triumph AFG_shah_mahmud_prevails
	}
	relative_position_id = AFG_fatherland_party_triumph
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = AFG_privatizied_infrastructure
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SLO_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 3581
	division_template = Pesi Divize
	start_experience_factor = 0.2
}
### Entity: Event
Component: bftb_turkey.82
Constructs: is_triggered_only, add_stability, add_popularity
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.82
	title = bftb_turkey.82.t
	desc = bftb_turkey.82.desc
	picture = GFX_report_event_tur_ataturk_inonu_parliament
	is_triggered_only = yes
	option = {
		name = bftb_turkey.82.a
		add_stability = 0.1
		add_popularity = {
			ideology = communism
			popularity = 0.07
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TUR_sefik_husnu
	}
}
### Entity: National Focus
Component: industrial_effort
Constructs: completion_reward, add_tech_bonus, industrial_bonus, is_in_array, is_subject_of
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = industrial_effort
	icon = GFX_goal_generic_production
	x = 13
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.0
			uses = 1
			category = industry
		}
	}
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 6
			original_tag = SIA
		} {
			factor = 6
			is_in_array = {
				array = RAJ.raj_releasables
				value = THIS
			}
			is_subject_of = RAJ
		} {
			factor = 0
			date = < 1939.1.1
			OR = {
				tag = GXC YUN SHX XSM BEL LUX HOL DEN
				num_of_controlled_states = < 2
			}
			NOT = {
				is_in_array = {
					array = RAJ.raj_releasables
					value = THIS
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_tank_programs
Constructs: prerequisite, has_war, limit, completion_reward, add_tech_bonus, has_dlc, add_breakthrough_progress
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_tank_programs
	icon = GFX_goal_tank_map
	prerequisite = {
		focus = SOV_militarized_schools_old
	}
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 8
			has_war = yes
		}
	}
	relative_position_id = SOV_militarized_schools_old
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = GER_counter_sloped_armor
			bonus = 1
			uses = 1
			category = cat_light_armor
		} {
			name = GER_counter_sloped_armor
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = cat_medium_armor
		}
		if = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = SOV_plant_37
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: KMT_event.24
Constructs: is_triggered_only, ai_chance, add_ideas, add_days_mission_timeout
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.24
	title = KMT_event.24.t
	desc = KMT_event.24.desc
	picture = GFX_report_event_FIN_finnish_generals
	is_triggered_only = yes
	option = {
		name = KMT_event.24.a
		CHI = {
			add_ideas = KMT_taiwan_accordsle
			country_event = CHI_warlords.20
		}
		diplomatic_relation = {
			country = CHI
			relation = non_aggression_pact
			active = no
		} {
			country = CHI
			relation = non_aggression_pact
			active = yes
		}
		add_days_mission_timeout = {
			mission = JAP_kwantung_army_impatience
			days = 180
		}
	} {
		name = KMT_event.24.b
		ai_chance = {
			base = 0
		}
		CHI = {
			country_event = CHI_warlords.19
		}
	}
}
### Entity: Idea
Component: AFG_pashtunism
Constructs: war_support_factor, fascism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_pashtunism = {
	picture = generic_fascism_rising
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		fascism_drift = 0.03
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.1
		conscription = 0.03
		war_support_factor = 0.05
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_nationalize_tata_group
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_nationalize_tata_group
	icon = GFX_focus_DEN_heavy_regulations
	prerequisite = {
		focus = RAJ_indian_national_highways RAJ_expand_industry_in_hyderabad
	}
	x = 1
	y = 1
	relative_position_id = RAJ_indian_national_highways
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 429
		has_completed_focus = RAJ_tata_steel_dlc
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = RAJ
			}
			prioritize = {
				429
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		429 = {
			add_resource = {
				type = steel
				amount = 18
			}
		}
	}
}
### Entity: State History
Component: 255
Constructs: add_core_of
Source: game
File: history/states/255-Penza.txt

Code:
state = {
	id = 255
	name = STATE_255
	manpower = 2342937
	state_category = town
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV
		victory_points = {
			9258 3
		}
	}
	provinces = {
		208 257 324 376 380 3221 3266 3317 3360 3371 6248 6291 6329 6343 6353 6382 6391 6409 9258 9276 9286 9324 9344 9380 9409 11240 11262 11269 11309 11335 11364 11393
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_3
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_3 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 3
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 3
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_paramilitarism
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_paramilitarism
	icon = GFX_goal_small_infantry
	x = -3
	y = 1
	relative_position_id = VEN_marcos_jimenez
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = VEN_marcos_jimenez
	}
	completion_reward = {
		add_war_support = 0.05
		add_ideas = VEN_paramilitarism_buff
	}
}
### Entity: Event
Component: INS_revolution_events.5
Constructs: is_triggered_only, ai_chance, has_government, is_in_faction_with
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.5
	title = INS_revolution_events.5.t
	desc = INS_revolution_events.5.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 5
			modifier = {
				HOL = {
					is_in_faction_with = ENG
				}
				add = 5
			} {
				HOL = {
					OR = {
						AND = {
							has_government = communism
							ENG = {
								has_government = democratic
							}
						} {
							has_government = fascism
							ENG = {
								has_government = democratic
							}
						}
					}
				}
				add = -5
			}
		}
		name = INS_revolution_events.5.a
		indonesia_HOL_british_support_effect = yes
		FROM = {
			country_event = {
				id = INS_revolution_events.6
				hours = 12
			}
		}
	} {
		ai_chance = {
			base = 1
		}
		name = INS_revolution_events.5.b
		FROM = {
			country_event = {
				id = INS_revolution_events.7
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_construct_the_reichsautobahn
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, has_civil_war, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_construct_the_reichsautobahn
	icon = GFX_focus_generic_road_investment
	prerequisite = {
		focus = GER_prioritize_economic_growth GER_the_four_year_plan
	}
	x = 3
	y = 1
	relative_position_id = GER_prioritize_economic_growth
	cost = 5
	available = {
		OR = {
			has_full_control_of_state = 64 59 60 54
		}
	}
	bypass = {
		has_civil_war = no
		NOT = {
			has_full_control_of_state = 64
		} {
			has_full_control_of_state = 59
		} {
			has_full_control_of_state = 60
		} {
			has_full_control_of_state = 54
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = GER_autobahn_tt
		hidden_effect = {
			64 = {
				if = {
					limit = {
						is_controlled_by = ROOT
					}
					add_building_construction = {
						type = infrastructure
						level = 5
						instant_build = yes
					}
				}
			}
			59 = {
				if = {
					limit = {
						is_controlled_by = ROOT
					}
					add_building_construction = {
						type = infrastructure
						level = 5
						instant_build = yes
					}
				}
			}
			60 = {
				if = {
					limit = {
						is_controlled_by = ROOT
					}
					add_building_construction = {
						type = infrastructure
						level = 5
						instant_build = yes
					}
				}
			}
			54 = {
				if = {
					limit = {
						is_controlled_by = ROOT
					}
					add_building_construction = {
						type = infrastructure
						level = 5
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.16
Constructs: is_triggered_only, ai_chance, add_popularity, add_offsite_building, set_country_flag
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.16
	title = ww_BEL_event_diplomatic.16.t
	desc = ww_BEL_event_diplomatic.16.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.16.a
		ai_chance = {
			base = 10
		}
		ROOT = {
			add_popularity = {
				ideology = ROOT
				popularity = 0.05
			}
		}
		FROM = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 1
			}
			hidden_effect = {
				set_country_flag = BEL_got_factory_access_flag
				country_event = {
					id = ww_BEL_event_diplomatic.18
					hours = 6
				}
			}
		}
	} {
		name = ww_BEL_event_diplomatic.16.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = ww_BEL_event_diplomatic.19
				hours = 6
			}
		}
	}
}
### Entity: Technology
Component: NOR_concealed_skirmishers
Constructs: research_cost
Source: game
File: common/technologies/NaW_unique_technologies.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	categories = {
		infantry_tech
	}
}
### Entity: Idea
Component: GER_porsche_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_porsche_improved = {
	name = porsche
	picture = porsche
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_expand_kummersdorfs_capacity
	}
	research_bonus = {
		armor = 0.15
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	traits = {
		heavy_tank_manufacturer
	}
	on_add = {
		custom_effect_tooltip = {
			localization_key = available_scientist_one_line_tt
			CHARACTER = GER_ferdinand_porsche
		}
	}
	ai_will_do = {
		factor = 5
	}
}
### Entity: Idea
Component: fiat
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
fiat = {
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
	}
	available = {
		controls_state = 158
		ITA_is_northern_designer = yes
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer
	}
}
### Entity: Military Industrial Organization
Component: JAP_aichi_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, add_trait, set_country_flag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_aichi_organization = {
	include = generic_range_focused_aircraft_organization
	icon = GFX_idea_aichi
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	available = {

	}
	add_trait = {
		token = JAP_mio_trait_unified_research_and_development
		name = JAP_mio_trait_unified_research_and_development
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = generic_mio_trait_extra_cargo_doors
		position = {
			x = -1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_sea_unify_the_air_forces
				NOT = {
					has_country_flag = JAP_mio_trait_unified_research_and_development_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = JAP_mio_trait_unified_research_and_development_taken_flag
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.15
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: State History
Component: 1052
Constructs: add_core_of
Source: game
File: history/states/1052-Bali.txt

Code:
state = {
	id = 1052
	name = STATE_1052
	resources = {

	}
	history = {
		owner = INS
		add_core_of = BLI
		buildings = {
			infrastructure = 1
			13386 = {
				naval_base = 1
			}
		}
		victory_points = {
			13386 3
		}
	}
	provinces = {
		4273 13386 13385
	}
	manpower = 1029335
	state_category = small_island
	local_supplies = 0.0
}
### Entity: Unit Template
Component: FIN_BB_HISTORICAL
Source: game
File: common/units/names_ships/FIN_ship_names.txt

Code:
FIN_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		FIN
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	fallback_name = Taistelulaiva %d
	unique = {
		Uusimaa Karjala Pohjanmaa Rauma Turku Viipuri Pietarsaari Vaasa Oulu Aura Kemi Tampere
	}
}
### Entity: AI Strategy
Component: ITA_default_air
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_default_air = {
	allowed = {
		tag = ITA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 30
	}
}
### Entity: Music Config
Component: base_music/stillness_over_the_north
Constructs: has_war, is_in_faction_with
Source: game
File: music/ncns_songs.txt

Code:
music = {
	song = stillness_over_the_north
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = CHI
			}
		} {
			factor = 2.5
			original_tag = CHI
			has_war = no
		} {
			factor = 10
			NOT = {
				original_tag = CHI
			}
			is_in_faction_with = CHI
			has_war = no
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_canada_pacific_railway
Constructs: prerequisite, limit, owns_state, completion_reward, cancel_if_invalid, random_owned_state, add_building_construction, build_railway
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_canada_pacific_railway
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = CAN_rowell_sirois_commission
	}
	x = 0
	y = 2
	relative_position_id = CAN_rowell_sirois_commission
	cost = 10
	ai_will_do = {
		factor = 75
	}
	available = {

	}
	bypass = {
		NOT = {
			owns_state = 473 471
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		build_railway = {
			path = {
				1408 1858 10273 4870 10548
			}
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = canadian_pacific_railway
	}
}