Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: austria.1000
Constructs: has_completed_focus, add_ideas, has_government, add_stability, fire_only_once, add_political_power, has_global_flag, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.1000
	title = austria.1000.t
	desc = austria.1000.d
	picture = GFX_report_event_AUS_otto
	fire_only_once = yes
	trigger = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree
		}
		original_tag = AUS
		has_completed_focus = AUS_destroy_the_compromise AUS_go_it_alone
		has_government = neutrality
		controls_state = 2 4 9 922
	}
	option = {
		name = austria.1000.a
		set_country_flag = AUS_formed_HRE
		set_cosmetic_tag = HRE_UNIFIED HRE_UNIFIED
		add_political_power = 200
		add_stability = -0.15
		news_event = {
			id = austria.1001
			days = 1
			random_hours = 12
		}
		add_state_core = 2 912 850 8 28 735 69 1078 9 75 74 158 159 39 160 161 162 736 51 807 42 1053 56 57 55 50 59 58 998 60 54 52 53 61 64 65 62 68 66 67 63 989 922 923 998 3 151 845 846 847 997
		add_state_claim = 7 35 36 6 34 965
		hidden_effect = {
			set_global_flag = form_hre_flag
		}
		add_ideas = generic_recent_political_unification generic_recent_army_unification generic_recent_economic_unification
	} {
		name = austria.1000.b
	}
}
### Entity: Idea
Component: EAI_DD_14/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_deterrence
Constructs: prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_deterrence
	icon = GFX_goal_BEL_deterrence
	prerequisite = {
		focus = BEL_stay_neutral BEL_king_reaction
	}
	relative_position_id = BEL_stay_neutral
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		base = 5
	}
	available = {
		has_idea = neutrality_idea
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: air_tactical_bombing_2
Source: game
File: common/country_leader/00_traits.txt

Code:
air_tactical_bombing_2 = {
	sprite = 2
	air_cas_present_factor = 0.15
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Scripted Effect
Component: SOV_reset_specific_random_target_override_effect
Constructs: set_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_reset_specific_random_target_override_effect = {
	set_variable = {
		SOV_specific_random_purge_targets_override = -1
	}
}
### Entity: Character
Component: linchpin_of_infrastructure_leader
Source: game
File: common/country_leader/r56_traits.txt

Code:
linchpin_of_infrastructure_leader = {
	random = no
	sprite = 13
	production_speed_infrastructure_factor = 0.15
	production_speed_rail_way_factor = 0.15
	industry_repair_factor = 0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: BSK
Component: BSK_characters
Constructs: recruit_character
Source: game
File: history/countries/BSK - Bashkortostan.txt

Code:
# Leaders & Characters for BSK
recruit_character = BSK_yakov_bykin
### Entity: Modifier Reference
Construct: cic_construction_boost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## cic_construction_boost_factor

* Number with 1 decimal places
* **Categories**: country, war_production
### Entity: Event
Component: turkey.143
Constructs: is_triggered_only, add_political_power, add_state_claim
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.143
	title = turkey.143.t
	desc = turkey.143.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = turkey.143.a
		add_political_power = -20
	} {
		name = turkey.143.b
		add_political_power = -50
		add_state_claim = 677 680 554 553
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_turk_silahli_kuvvetleri
Constructs: prerequisite, limit, remove_ideas, add_war_support, completion_reward, has_idea, add_manpower
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_turk_silahli_kuvvetleri
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = TUR_fortified_defensive_bases
	}
	x = 0
	y = 1
	relative_position_id = TUR_fortified_defensive_bases
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.15
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				OR = {
					has_idea = TUR_disorganised_armed_forces TUR_disorganised_armed_forces_1 TUR_disorganised_armed_forces_2 TUR_disorganised_armed_forces_3 TUR_disorganised_armed_forces_4 TUR_disorganised_armed_forces_5 TUR_disorganised_armed_forces_6 TUR_disorganised_armed_forces_7 TUR_disorganised_armed_forces_8 TUR_disorganised_armed_forces_9 TUR_disorganised_armed_forces_10 TUR_disorganised_armed_forces_11 TUR_disorganised_armed_forces_12 TUR_disorganised_armed_forces_13 TUR_disorganised_armed_forces_14 TUR_disorganised_armed_forces_15 TUR_disorganised_armed_forces_16 TUR_disorganised_armed_forces_17 TUR_disorganised_armed_forces_18 TUR_disorganised_armed_forces_19 TUR_disorganised_armed_forces_20 TUR_disorganised_armed_forces_21 TUR_disorganised_armed_forces_22 TUR_disorganised_armed_forces_23 TUR_disorganised_armed_forces_24 TUR_disorganised_armed_forces_25 TUR_disorganised_armed_forces_26 TUR_disorganised_armed_forces_27 TUR_disorganised_armed_forces_28 TUR_disorganised_armed_forces_29 TUR_disorganised_armed_forces_30
				}
			}
			effect_tooltip = {
				remove_ideas = TUR_disorganised_armed_forces
			}
		}
		else = {
			add_manpower = 125000
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = TUR_disorganised_armed_forces
				}
				remove_ideas = TUR_disorganised_armed_forces
			}
			else_if = {
				limit = {
					has_idea = TUR_disorganised_armed_forces_1
				}
				remove_ideas = TUR_disorganised_armed_forces_1
			} {
				limit = {
					has_idea = TUR_disorganised_armed_forces_2
				}
				remove_ideas = TUR_disorganised_armed_forces_2
			} {
				limit = {
					has_idea = TUR_disorganised_armed_forces_3
				}
				remove_ideas = TUR_disorganised_armed_forces_3
			} {
				limit = {
					has_idea = TUR_disorganised_armed_forces_4
				}
				remove_ideas = TUR_disorganised_armed_forces_4
			} {
				limit = {
					has_idea = TUR_disorganised_armed_forces_5
				}
				remove_ideas = TUR_disorganised_armed_forces_5
			} {
				lim
# ... (truncated)
### Entity: Event
Component: prc.81
Constructs: is_triggered_only
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.81
	title = prc.81.t
	desc = prc.81.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = prc.81.a
		effect_tooltip = {
			puppet = FROM
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.16
Constructs: is_triggered_only, ai_chance, add_stability
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.16
	title = AAT_Sweden_flashpoints.16.t
	desc = AAT_Sweden_flashpoints.16.desc
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.16.a
		ai_chance = {
			base = 10
		}
		add_stability = 0.03
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_extract_chromium
Constructs: prerequisite, completion_reward, has_full_control_of_state, has_global_flag, add_resource, set_global_flag
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_extract_chromium
	icon = GFX_goal_generic_chromium
	prerequisite = {
		focus = CRO_prospect_for_resources
	}
	relative_position_id = CRO_prospect_for_resources
	x = 1
	y = 1
	cost = 10
	available = {
		has_full_control_of_state = 959
	}
	bypass = {
		has_global_flag = croatian_chromium_exploited
	}
	completion_reward = {
		959 = {
			add_resource = {
				type = chromium
				amount = 8
			}
		}
		set_global_flag = croatian_chromium_exploited
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_CHROMIUM
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: Character
Component: AFG_islamic_scholar
Constructs: war_support_factor, fascism_drift, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_islamic_scholar = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	fascism_drift = 0.05
	conscription_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Name List
Component: SNG
Source: game
File: common/names/tymodern_names.txt

Code:
SNG = {
	male = {
		names = {
			Adrian Adriel Aiden Alex Andre Asher Benjamin Bryan Caleb Cheng Dalton Daniel Darryl Dale Daylen Dylan Desmon Derrik Don Felix Hayden Elliot Ethan Eric Enzo Eugene Gordon Harold Ivan Jason Jarius Jayden Javier Joseph Joshua Joel Justin Kenneth Kevin Lucas Lim Marcus Malcolm Melvyn Merlin Nicholas Raphael Raymond Reza Ripley Ryan Sean Shehan Tian Torrence Timothy Tyler Yannik Vincent Wayne Wesley Zul
		}
	}
	female = {
		names = {
			Adela Adeline Ainsley Alicia Amandaz Amelia Andrea Aria Averie Ava Alexis Ashley Alvin Bennett Charyl Charlotte Cherilyn Chermaine Claire Chevelle Debbie Ellie Emma Esther Hannah Hasim Hazel Fiona Gina Grace Innusha Isabelle Isla Jasmine Jia-Xin Joel Joyce Kimberly Leia Lou Lucy Luna Naomi Rebecca Regina Rachel Sally Thea Mila Michelle Natalie Nicole Nora Nina Olivia Scarlett Sarah Sophia Shasha Sharon Sherilyn Tarini Penelope Valerie Vanessa Violet Xin Yvonne
		}
	}
	surnames = {
		Tan Lim Lee Ng Ong Wong Goh Chua Chan Koh Teo Ang Yeo Tay Ho Low Toh Sim Chon Chia Seah
	}
	callsigns = {

	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/LAND/attachment
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/LAND/attachment = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/LAND/attachment_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/attachment = global.EAI_MOT_ATTACHMENT
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/attachment = FROM: [?EAI_FOCUS/LAND/attachment] TO global.EAI_MOT_ATTACHMENT
			}
			set_variable = {
				EAI_FOCUS/LAND/attachment = global.EAI_MOT_ATTACHMENT
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/attachment = global.EAI_HARM_ATTACHMENT
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/attachment = FROM: [?EAI_FOCUS/LAND/attachment] TO global.EAI_HARM_ATTACHMENT
			}
			set_variable = {
				EAI_FOCUS/LAND/attachment = global.EAI_HARM_ATTACHMENT
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
					}
				}
				OR = {
					AND = {
						NOT = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
							}
						}
						check_variable = {
							EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
						}
						date = > 1945.1.1
						num_of_military_factories = > 50
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/attachment = FROM: [?EAI_FOCUS/LAND/attachment] TO global.EAI_MARM_ATTACHMENT
			}
			set_variable = {
				EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/attachment = FROM: [?EAI_FOCUS/LAND/attachment] TO global.EAI_LARM_ATTACHMENT
			}
			set_variable = {
				EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_F
# ... (truncated)
### Entity: Idea
Component: AFG_attack_soviets
Constructs: removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_attack_soviets = {
	picture = NOR_anti_communist_sentiment
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Idea
Component: CHI_national_resource_commission
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/ideas/china.txt

Code:
CHI_national_resource_commission = {
	picture = generic_industrial_concern_3
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	available = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			has_completed_focus = CHI_monopolise_resource_extraction
		}
		ELSE = {
			has_completed_focus = CHI_mining_commission
		}
	}
	traits = {
		resource_development_company_2
	}
	cost = 25
	ai_will_do = {
		base = 200
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_oil_deal_with_the_united_states
Constructs: prerequisite, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_oil_deal_with_the_united_states
	prerequisite = {
		focus = PRU_the_new_oil_law
	}
	icon = GFX_focus_generic_befriend_usa
	x = -2
	y = 2
	relative_position_id = PRU_ochenio_de_Odria
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		USA = {
			add_opinion_modifier = {
				target = PRU
				modifier = trade_deal
			}
		}
	}
}
### Entity: Character
Component: CHI_carsun_chang
Source: game
File: common/characters/CHI.txt

Code:
CHI_carsun_chang = {
	name = CHI_carsun_chang
	portraits = {
		civilian = {
			large = GFX_portrait_CHI_carsun_chang
			small = GFX_portrait_CHI_carsun_chang_small
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			resolute_social_democrat
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Order of Battle
Component: 3rd Independent Brigade
Constructs: division_template
Source: game
File: history/units/GDC_1936_sea.txt

Code:
division = {
	name = 3rd Independent Brigade
	location = 994
	division_template = Juntuán
	start_equipment_factor = 0.2
	officer = {
		name = GDC_yan_yingyu
	}
}
### Entity: Idea
Component: HUN_power_to_the_regent_idea
Source: game
File: common/ideas/hungary.txt

Code:
HUN_power_to_the_regent_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_hungarian_monarchy
	modifier = {
		political_power_factor = 0.1
		conscription = 0.01
	}
}
### Entity: Character
Component: NGR_stc
Source: game
File: common/characters/NGR.txt

Code:
NGR_stc = {
	advisor = {
		slot = political_advisor
		idea_token = NGR_stc
		allowed = {
			original_tag = NGR
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Character
Component: AST_edward_milford
Source: game
File: common/characters/AST.txt

Code:
AST_edward_milford = {
	name = AST_edward_milford
	portraits = {
		army = {
			large = GFX_portrait_AST_edward_milford
			small = GFX_portrait_AST_edward_milford_small
		}
	}
	corps_commander = {
		traits = {
			jungle_rat
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = high_command
		cost = 100
		idea_token = AST_edward_milford
		ledger = army
		allowed = {
			original_tag = AST
		}
		traits = {
			army_artillery_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_weserubung_DEPLOY_NOR
Constructs: has_completed_focus, has_global_flag
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_weserubung_DEPLOY_NOR = {
	allowed = {
		tag = GER
	}
	enable = {
		OR = {
			AND = {
				has_global_flag = EAI_GER_blitz_poland_365d
				NOR = {
					EAI_THIS_is_threat_to_PREV = yes
				}
				NOT = {
					POL = {
						EAI_THIS_is_threat_to_PREV = yes
					}
				}
			} {
				focus_progress = {
					focus = GER_operation_weserubung
					progress = > 0
				}
				NOT = {
					has_completed_focus = GER_operation_weserubung
				}
			}
			has_global_flag = {
				flag = EAI_GER_blitz_denmark_365d
				days = < 90
			}
		}
		NOR = {
			EAI_PREV_deploy_against_THIS = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = NOR
		value = 3000
	} {
		type = invasion_unit_request
		value = 100
		tag = NOR
	} {
		type = invasion_unit_request
		value = -100
		country_trigger = {
			NOT = {
				tag = NOR
			}
		}
	} {
		type = area_priority
		id = just_norway
		value = 50
	} {
		type = prepare_for_war
		id = NOR
		value = 100
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_FACTORY_general_building_weight_modifiers
Constructs: has_war, limit, has_country_flag, is_major, production_speed_buildings_factor, set_temp_variable, construction_speed, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies.txt

Code:
EAI_BUILDING_FACTORY_general_building_weight_modifiers = {
	if = {
		limit = {
			has_war = no
		}
		set_temp_variable = {
			EAI_BUILDING_target_weight_CIC = 100
		} {
			EAI_BUILDING_target_weight_MIC = 100
		} {
			EAI_BUILDING_target_weight_NIC = 25
		}
	} {
		limit = {
			set_temp_variable = {
				construction_speed = modifier@production_speed_industrial_complex_factor
			}
			add_to_temp_variable = {
				construction_speed = modifier@production_speed_buildings_factor
			}
			check_variable = {
				construction_speed = < @EAI_MIN_CONSTRUCTION_SPEED_AVOID_CIC
			}
		}
		multiply_temp_variable = {
			EAI_BUILDING_target_weight_CIC = 0.25
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = Bad CIC construction speed
		}
	} {
		limit = {
			has_war = no
			set_temp_variable = {
				construction_speed = modifier@production_speed_arms_factory_factor
			}
			add_to_temp_variable = {
				construction_speed = modifier@production_speed_buildings_factor
			}
			check_variable = {
				construction_speed = < @EAI_MIN_CONSTRUCTION_SPEED_AVOID_MIC
			}
		}
		multiply_temp_variable = {
			EAI_BUILDING_target_weight_MIC = 0.25
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = Bad MIC construction speed
		}
	} {
		limit = {
			set_temp_variable = {
				construction_speed = modifier@production_speed_dockyard_factor
			}
			add_to_temp_variable = {
				construction_speed = modifier@production_speed_buildings_factor
			}
			check_variable = {
				construction_speed = < @EAI_MIN_CONSTRUCTION_SPEED_AVOID_NIC
			}
		}
		multiply_temp_variable = {
			EAI_BUILDING_target_weight_NIC = 0.25
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = Bad NIC construction speed
		}
	} {
		limit = {
			OR = {
				check_variable = {
					EAI_BUILDING_num_available_CIC = < @EAI_MIN_AVAILABLE_NUM_CIC
				} {
					EAI_BUILDING_ratio_CIC = < @EAI_MIN_RATIO_CIC
				}
			}
			NOT = {
				check_variable = {
					EAI_BUILDING_num_available_CIC = > @EAI_HIGH_AVAILABLE_NUM_CIC
				}
			}
		}
		add_to_temp_variable = {
			EAI_BUILDING_target_weight_CIC = 1000
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = Needs more available CIC [?EAI_BUILDING_num_available_CIC] [?EAI_BUILDING_ratio_available_CIC]
		}
	} {
		limit = {
			has_war = no
			date = < 1937.6.1
			threat = < 0
# ... (truncated)
### Entity: National Focus
Tree: kor_focus
Component: KOR_increase_naval_production
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_increase_naval_production
	prerequisite = {
		focus = KOR_cruiser_focus KOR_destroyer_focus
	} {
		focus = KOR_national_admiralty
	}
	icon = GFX_goal_generic_construct_naval_dockyard
	x = -2
	y = 1
	relative_position_id = KOR_destroyer_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				119
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Wiki Documentation
Construct: Usage
Source: wiki
File: wiki/Template%3AMultiColumn.html

Doc:
Usage

```
{{MultiColumn|

<!-- content here-->

|3|100px|10px}}
```

Where:

3 = number of columns (optional; default)

100px = width of columns (optional; default)

10px = gap between columns (optional; default)

NB: Utilises CSS3; will only work on relatively new browsers.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:MultiColumn&oldid=79"
### Entity: Event
Component: GOE_RAJ_loyalist.88
Constructs: is_triggered_only, ai_chance, is_ai, random_hours, annex_country
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.88
	title = GOE_RAJ_loyalist.77.t
	desc = GOE_RAJ_loyalist.08.desc
	picture = GFX_report_event_indian_parade
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.08.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0.5
				FROM = {
					is_ai = no
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = GOE_RAJ_loyalist.09
					hours = 8
					random_hours = 2
				}
			}
		}
	} {
		name = GOE_RAJ_loyalist.08.b
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				any_enemy_country = {
					is_ai = no
				}
				FROM = {
					is_ai = yes
				}
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = BRM
					transfer_troops = yes
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = GOE_RAJ_loyalist.10
					hours = 8
					random_hours = 2
				}
			}
		}
	}
}
### Entity: Name List
Component: BHR
Source: game
File: common/names/00_names.txt

Code:
BHR = {
	male = {
		names = {
			Aali Abd Al-Latif Abdul Abdul-Rahman Abu Adnan Ahmed Ali Amir Ammar Ashfaq Ayuub Baqi Bassem Danyal Esmail Fadil Fareed Fawzi Gabir Ghufran Haider Hakeem Hamid Hanif Hatim Houssam Husain Ibrahim Idris Imen Iskandar Ismai'il Jafar Jamal Jibril Karim Latif Mahometus Maqsud Mikha'il Mohammed Mostafa Murtada Nadeem Najm Navid Nur Omar Osama Qasim Rais Rashid Rayan Ruh Saif Salih Shad Shakir Shukri Sulaiman Taj Tayyib Wafai Yakub Yuhanna Zahi Zawar Zulfaqar Abdulaziz Abdullah Adel Ahmad Ahmed Aleaq Ali Bilal Fahad Hamad Hashim Ibrahim Khalifa Khamis Mohammed Mubarak Saoud Talai Tamim
		}
	}
	female = {
		names = {
			Aaliyah Aisha Amaal Anisa Ayda Basma Djamila Farah Fatin Gamila Hadia Haifa Haniyah Hosni Ihab Israa Jathibiyya Khalida Latifa Maha Mona Nadia Nashwa Nimat Rabab Rana Rayhana Ruqayyah Sahar Samia Sarah Shahrizad Shayma Suraya Uzma Yasmin Zahia Zakiya Zulekha Al-Mayassa Amna Nada
		}
	}
	surnames = {
		Abdullah Abdulrashid Ahmad Ahmed Ajam Al-Amin Alfarsi Al-Ghazzawi Al-Hashim Ali Al-Mufti Amjad Boulos Bousaid Hakim Hussain Kader Karim Karimi Mohammed Muhammad Naaji Nagi Najm Nejem Qadir Saab Samara Saqqaf Sultan Tawfeek Tawfiq Zaman Al Ansari Al-Haidos Al Jaidah Al Kubaisi Mubarak Muftah Al-Nubi Al-Rahim Sahid Saifeldin Sattar Shahenn Al-Sulaiti Al Thani bin Thani Warsama Zaidan Zeidan
	}
	callsigns = {

	}
}