Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lit_focus
Component: LIT_dissolve_the_seimas
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_dissolve_the_seimas
	icon = GFX_goal_generic_forceful_treaty
	relative_position_id = LIT_solicit_ratikiss_support
	x = -4
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_solicit_ratikiss_support
	}
	mutually_exclusive = {
		focus = LIT_hold_fair_elections
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		country_event = {
			id = lithuania.120
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_broadcast_weather_reports_to_the_allies
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, every_enemy_country
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_broadcast_weather_reports_to_the_allies
	icon = GFX_goal_generic_intelligence_exchange
	x = 0
	y = 1
	relative_position_id = SIA_contact_the_south_east_asia_command
	prerequisite = {
		focus = SIA_contact_the_south_east_asia_command
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		every_enemy_country = {
			limit = {
				has_government = democratic
			}
			add_ideas = idea_SIA_weather_broadcasts
		}
		add_ideas = idea_SIA_weather_broadcasts
	}
}
### Entity: Order of Battle
Component: 1ya KiVO Mekhanizirovanaya Gruppa
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1936_nsb.txt

Code:
division = {
	name = 1ya KiVO Mekhanizirovanaya Gruppa
	location = 11670
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			version_name = T-26TU mod. 1933
			amount = 250
		}
	}
}
### Entity: Idea
Component: logistical_focus_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
logistical_focus_spirit = {
	ledger = army
	available = {
		has_doctrine = grand_battleplan
	}
	modifier = {
		tactic_planned_attack_preferred_weight_factor = 1
		supply_consumption_factor = -0.1
		air_fuel_consumption_factor = -0.1
		navy_fuel_consumption_factor = -0.1
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = defensive_postures fire_concentration siege_artillery armored_infantry_support
			}
		}
	}
}
### Entity: Modifier Reference
Component: JAP_state_infiltrated_by_the_jcp
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_state_infiltrated_by_the_jcp = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_GER_socialist_movement
	custom_modifier_tooltip = JAP_state_infiltrated_by_the_jcp_tt
}
### Entity: Event
Component: quebec.6
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.6
	title = quebec.6.t
	desc = quebec.6.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.6.a
		ai_chance = {
			base = 80
		}
		QUE = {
			country_event = quebec.7
		}
	} {
		name = quebec.6.b
		ai_chance = {
			base = 20
		}
		QUE = {
			country_event = quebec.8
		}
	}
}
### Entity: Character
Component: air_airborne_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_airborne_3 = {
	sprite = 1
	paradrop_organization_factor = 2.4
	paratrooper_aa_defense = 0.25
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_the_old_grand_alliance
Constructs: prerequisite, has_government, completion_reward, is_faction_leader, has_civil_war, is_subject, has_global_flag, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_old_grand_alliance
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = wuw_HUN_demand_austrian_restoration
	}
	mutually_exclusive = {
		focus = wuw_HUN_seek_an_alliance_with_the_kaiser wuw_HUN_a_grand_habsburg_alliance
	}
	x = -7
	y = 1
	relative_position_id = wuw_HUN_demand_austrian_restoration
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = neutrality
		ENG = {
			OR = {
				has_government = democratic neutrality
			}
			is_faction_leader = yes
			has_civil_war = no
		}
		is_subject = no
		NOT = {
			has_global_flag = ENG_Rejected_HUN_grand_alliance
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			country_event = {
				id = WW_hungary.41
				hours = 24
				random_hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_educate_naval_officers_abroad
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_educate_naval_officers_abroad
	icon = GFX_goal_generic_navy_doctrines_tactics
	cost = 5
	prerequisite = {
		focus = LIT_study_foreign_navies LIT_expansion_of_naval_facilities
	}
	x = 0
	y = 2
	relative_position_id = LIT_baltic_navy
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		activate_mission = LIT_cadets_return_from_abroad_mission
	}
}
### Entity: Idea
Component: LUX_minister_economics_KPL
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_economics_KPL = {
	modifier = {
		consumer_goods_factor = 0.05
		production_factory_efficiency_gain_factor = 0.14
	}
}
### Entity: Idea
Component: EAI_DD_1/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Country History
Country: NAH
Component: NAH_misc
Constructs: recruit_character, limit, set_technology, has_dlc, create_equipment_variant
Source: game
File: history/countries/NAH - Nahua.txt

Code:
# Misc for NAH
capital = 314
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	ELSE = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	recruit_character = NAH_nahua_council
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Antioquia Class
		type = ship_hull_light_1
		name_group = COL_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_2
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_2
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = ship_mine_layer_1
			rear_1_custom_slot = ship_depth_charge_1
		}
	}
}
### Entity: Idea
Component: FLA_emile_van_dievoet
Constructs: has_completed_focus, has_government
Source: game
File: common/ideas/flanders.txt

Code:
FLA_emile_van_dievoet = {
	allowed = {
		original_tag = FLA
	}
	available = {
		has_government = democratic
	}
	traits = {
		compassionate_gentleman
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			OR = {
				has_completed_focus = GEN_Liberty_Ethos
				date = > 1939.1.1
			}
		}
	}
}
### Entity: Character
Component: AFG_akram_sattari
Source: game
File: common/characters/AFG.txt

Code:
AFG_akram_sattari = {
	name = AFG_akram_sattari
	portraits = {
		civilian = {
			large = GFX_portrait_Akram_Sattari
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			captain_of_industry dealbroker
		}
		expire = 1955.1.1.12
		id = -1
	}
}
### Entity: Name List
Component: RKT
Source: game
File: common/names/00_names.txt

Code:
RKT = {
	male = {
		names = {
			Abbos Abdug'ani Abdulla Abdurahmin Abdurahmon Abdurashid Abdusalom Abduseit Ahamdjon Anvar Arslon Azamat Azizbek Bahodir Bakhretdin Bo'ri Botir Dilshod Djavohir Elshod Ergash Farhod Fathullo Habibullo Ibrohim Ilhom Ishoq Ismoil Jahon Jahongir Jiyan Jo'ra Jurabek Mamur Mirzo Muhammadjon Muhammadkarim Mukhammad Murod Nosir Nuriddin Odil Po'lat Rahmatillo Rakhim Ravshan Ravshanbek Rishod Sa'dulla Samandar Sayfuddin Sayfullo Shavkat Sherzod Shuhrat Sobir Suhrob Tohir Tursunmurod Ulug'bek Utkirbek Yoqub Yunusbek Zokir
		}
	}
	female = {
		names = {
			Adolat Akgul Anora Azaliya Chinara Gulchekhra Gulya Guylchekhra Jamola Jiyan Lola Muhabbat Munisa Nigina Nigora Nozima Olma Oltingul Ravshana Ruhsora Tomyris Yulduza Zamira Ziroatkhon Ziyoda Zuhro Zulfiya
		}
	}
	surnames = {
		Abaev Abbasov Abdulatipov Abdulin Abdullaev Abdulov Abdurakhmanov Abdurashidov Akbarov Akhtaov Akhmadiev Aliev Alimor Amirov Atoev Azamatov Azizov Babaev Boqiev Burkhanov Cheryazov Choriev Ergashev Hamidov Haydarov Ibragimov Idrisov Isaev Islambekov Islamov Jalilov Jo'rayev Jumaniyozov Juraev Kadyrov Karimov Kasymov Khasanov Kurbanov Majidov Mamurov Murodov Musaev Mustafin Niyazov Nuraliev Qurbonov Rakhimonv Ramazon Rasulov Ravshanov Sadykov Saidov Saipov Salamov Samandarov Sharipov Sheraliev Sobirov Sulaymanov Sultanbekov Sultanov Umarov Usmanov Yoldoshov Yunusov Yusufov Yusupov
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_industrial_effort
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_industrial_effort
	icon = GFX_focus_generic_africa_production
	relative_position_id = COG_transform_the_congo
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = COG_transform_the_congo
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				718
			}
			add_extra_state_shared_building_slots = 1
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			uses = 1
			category = industry
		} {
			name = construction_tech_bonus
			bonus = 1
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Define
Component: NDefines_CareerProfile.NCareerProfile
Source: game
File: common/defines/01_career_profile.lua

Code:
NDefines_CareerProfile.NCareerProfile = {
MOD_STATISTICS_GROUP = 
MOD_STATISTICS_GROUP_NAME = 
NAVAL_INVASION_MEDAL_MAX_DURATION = 96
PARADROP_AWARD_DIVISION_MIN_BATTALION_COUNT = 5
NAVAL_INVASION_MEDAL_DIVISION_MIN_BATTALION_COUNT = 5
TURNING_TIDE_MEDAL_DIVISION_MIN_BATTALION_COUNT = 5
STEEL_AT_HIGH_SPEED_RIBBON_TANK_SPEED = 12
ORCHESTRA_OF_BOOM_RIBBON_SPECIAL_BATTALION_COUNT = 4
NEVERMINE_ME_MEDAL_MIN_RATIO = 0.5
BLITZ_THIS_TACTIC_NAME = tactic_elastic_defense
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_BRONZE = 100
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_SILVER = 160
ENGINEERING_BEHEMOTH_MEDAL_ARMOR_RATING_GOLD = 200
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_BRONZE = 20
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_SILVER = 50
CASTLES_IN_THE_AIR_MEDAL_AIR_DEFENSE_GOLD = 100
}
### Entity: Idea
Component: CHI_resource_expansion
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_resource_expansion = {
	picture = ast_all_in
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.1
		political_power_gain = -0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: MAN_56_event.14
Constructs: is_triggered_only, ai_chance, set_political_party, division_template, limit, remove_ideas, has_war_with, has_country_flag
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.14
	title = MAN_56_event.14.t
	desc = MAN_56_event.14.desc
	picture = GFX_report_event_ARG_coup_detat
	is_triggered_only = yes
	option = {
		name = MAN_56_event.14.a
		hidden_effect = {
			remove_ideas = {
				MAN_kwantung_veto_2 MAN_five_year_plan_air MAN_five_year_plan_tank MAN_five_year_plan_industry MAN_yoshisuke_aikawa MAN_naoki_hoshino MAN_mantetsu_railway MAN_state_opium_monopoly_bureau_2 MAN_manchurian_industrial_development_company_2 MAN_national_defense_state MAN_army_academies MAN_cadets_in_jap_academy MAN_labor_corps_idea MAN_self_sufficient_military_idea MAN_efficient_command_structure MAN_specialized_units_2 MAN_resource_manchu_idea MAN_manchurian_army MAN_japanese_settlers
			}
			IF = {
				limit = {
					has_country_flag = MAN_economic_demands_tt
				}
				remove_ideas = MAN_communist_cells
			}
		}
		set_political_party = {
			ideology = neutrality
			popularity = 50
		} {
			ideology = fascism
			popularity = 10
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		remove_country_leader_trait = puppet_emperor
		add_country_leader_trait = MAN_emperor_of_china
		complete_national_focus = MAN_the_qing_restoration
		IF = {
			limit = {
				has_country_flag = MAN_bandits_allied
			}
			division_template = {
				name = Partisan Armies
				priority = 1
				is_locked = no
				division_names_group = MAN_INF_01
				regiments = {
					irregular_infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
			}
			random_owned_controlled_state = {
				create_unit = {
					division = name = "1. Partisan Formation" division_template = "Partisan Armies" start_experience_factor = 0.7
					owner = MAN
				}
			} {
				create_unit = {
					division = name = "2. Partisan Formation" division_template = "Partisan Armies" start_experience_factor = 0.7
					owner = MAN
				}
			} {
				create_unit = {
					division = name = "3. Partisan Formation" division_template = "Partisan Armies" start_experience_factor = 0.7
					owner = MAN
				}
			} {
				create_unit = {
					division = name = "4. Partisan Formation" division_template = "Partisan Armies" start_experience_factor = 0.7
					owner = MAN
				}
			} {
				create_unit = {
					division = name 
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_PC_print_queue
Constructs: limit, has_country_flag, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_print_queue = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_print_queue > THIS=[this.getname] PREV=[prev.getname]
	}
	log = ====================================== EAI_PC_print_queue
	for_each_loop = {
		array = EAI_PC_queue
		value = p_id
		set_temp_variable = {
			v0 = i
		} {
			v1 = p_id
		} {
			v2 = EAI_PC_building_type^p_id
		} {
			v3 = EAI_PC_assigned_factories^p_id
		} {
			v4 = EAI_PC_progress^p_id
		} {
			v5 = EAI_PC_priority^p_id
		} {
			v6 = EAI_PC_build_time^p_id
		} {
			v7 = EAI_PC_target_state^p_id
		} {
			v8 = EAI_PC_target_province^p_id
		} {
			v9 = EAI_PC_type_id^p_id
		}
		log = > Q=[?v0] ID=[?v1] | TP=[?v2] | F=[?v3] | C=[?v4] | T=[?v6] | L=[?v7.GetName] | PRV=[?v8] | PRIO=[?v5] | TID=[?v9]
	}
}
### Entity: Event
Component: wtt_news.1001
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.1001
	title = wtt_germany.1001.t
	desc = wtt_news.1001.desc
	picture = GFX_news_event_japanese_parade
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = wtt_news.1001.a
		trigger = {
			NOT = {
				original_tag = GER
			}
		}
	}
}
### Entity: Scripted Effect
Component: USA_civil_war_order_weapons_get_factories
Constructs: set_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_civil_war_order_weapons_get_factories = {
	set_variable = {
		var = USB_factories_total
		value = num_of_factories
	} {
		var = USB_factories_available
		value = USB_factories_total
	}
	multiply_variable = {
		USB_factories_available = 0.5
	}
	round_variable = USB_factories_available
}
### Entity: Character
Component: tata_chairman
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/goe_traits.txt

Code:
tata_chairman = {
	sprite = 13
	equipment_bonus = {
		fighter = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	local_resources_factor = 0.1
	trade_opinion_factor = 0.2
}
### Entity: Event
Component: netherlands.32
Constructs: owns_state, has_country_flag, add_stability, fire_only_once, add_political_power, set_country_flag, release_puppet
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.32
	title = netherlands.32.t
	desc = netherlands.32.desc
	picture = GFX_report_event_congres_wallon
	fire_only_once = yes
	trigger = {
		original_tag = HOL
		controls_state = 6 34
		owns_state = 6 34
		HOL = {
			NOT = {
				has_country_flag = HOL_netherlands_32_happend
			}
		}
	}
	mean_time_to_happen = {
		days = 60
	}
	option = {
		name = netherlands.32.a
		set_country_flag = HOL_netherlands_32_happend
	} {
		name = netherlands.32.b
		add_political_power = 20
		add_stability = 0.05
		release_puppet = WLL
		set_country_flag = HOL_netherlands_32_happend
		BEL = {
			FLA = {
				inherit_technology = BEL
			}
			BEL_send_characters_towards_FLA_WLL = yes
		}
		FLA = {
			WLL = {
				inherit_technology = FLA
			}
		}
	}
}
### Entity: Event
Component: r56_eng.20
Constructs: is_triggered_only, limit, every_state, is_controlled_by, has_state_flag, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.20
	title = r56_eng.20.t
	desc = r56_eng.20.d
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = r56_eng.20.a
		if = {
			limit = {
				OR = {
					original_tag = NZL AST
				}
			}
			effect_tooltip = {
				every_state = {
					limit = {
						is_controlled_by = ROOT
						OR = {
							has_state_flag = ENG_uk_australia_focus_1IC ENG_uk_new_zealand_focus_1IC
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				} {
					limit = {
						is_controlled_by = ROOT
						OR = {
							has_state_flag = ENG_uk_australia_focus_2dockyards ENG_uk_new_zealand_focus_2dockyards
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = dockyard
						level = 2
						instant_build = yes
					}
				} {
					limit = {
						is_controlled_by = ROOT
						OR = {
							has_state_flag = ENG_uk_australia_focus_1dockyards ENG_uk_new_zealand_focus_1dockyards
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = dockyard
						level = 1
						instant_build = yes
					}
				}
			}
			else_if = {
				limit = {
					original_tag = EGY
				}
				effect_tooltip = {
					random_owned_controlled_state = {
						prioritize = {
							456
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = industrial_complex
							level = 1
							instant_build = yes
						}
					} {
						add_extra_state_shared_building_slots = 1
						prioritize = {
							457
						}
						add_building_construction = {
							type = industrial_complex
							level = 1
							instant_build = yes
						}
					} {
						prioritize = {
							447
						}
						limit = {
							is_coastal = yes
						}
						add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = dockyard
							level = 2
							instant_build = yes
						}
					} {
						prioritize = {
							907
						}
						limit = {
							is_coastal = yes
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = dockyard
							level = 1
							instant_build = yes
						}
					}
				}
			} {
				limit = {
					OR = {
						origi
# ... (truncated)
### Entity: Scripted Effect
Component: GER_set_array_of_sudetenland_targeted_states
Constructs: limit, add_to_array
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_set_array_of_sudetenland_targeted_states = {
	if = {
		limit = {
			controls_state = 69
		}
		69 = {
			add_to_array = {
				array = PREV.sudetenland_states_for_wargoal
				value = THIS
			}
		}
	} {
		limit = {
			controls_state = 972
		}
		972 = {
			add_to_array = {
				array = PREV.sudetenland_states_for_wargoal
				value = THIS
			}
		}
	} {
		limit = {
			controls_state = 74
		}
		74 = {
			add_to_array = {
				array = PREV.sudetenland_states_for_wargoal
				value = THIS
			}
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.211
Constructs: is_triggered_only, limit, add_political_power, every_state, is_controlled_by, is_core_of
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.211
	title = denmark_expansion_event.211.t
	desc = denmark_expansion_event.211.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.211.a
		add_political_power = 25
		every_state = {
			limit = {
				is_controlled_by = FROM
				is_core_of = SWE
			}
			transfer_state_to = ROOT
		}
	}
}
### Entity: Decision
Component: BRA_foreign_legion_cat
Constructs: has_completed_focus, division_template, has_government, has_country_flag, fire_only_once, complete_effect, set_country_flag, add_command_power
Source: game
File: common/decisions/BRA.txt

Code:
BRA_foreign_legion_cat = {
	BRA_recruit_foreign_legion = {
		icon = GFX_decision_generic_prepare_civil_war
		allowed = {
			original_tag = BRA
		}
		visible = {
			has_completed_focus = BRA_foreign_legion
		}
		available = {
			NOT = {
				has_country_flag = BRA_foreign_legion_recruitment_in_progress
			}
		}
		custom_cost_trigger = {
			command_power = > 24.9
		}
		custom_cost_text = BRA_decision_cost_cangaceiro
		fire_only_once = no
		days_remove = 60
		ai_will_do = {
			base = 100
			modifier = {
				factor = 0
				has_government = communism
			}
		}
		complete_effect = {
			set_country_flag = BRA_foreign_legion_recruitment_in_progress
			add_command_power = -25
		}
		remove_effect = {
			capital_scope = {
				create_unit = {
					division = division_template ="Legião Estrangeira" start_experience_factor = 0.2 start_equipment_factor	= 1.0
					owner = ROOT
					count = 1
				}
			}
			hidden_effect = {
				clr_country_flag = BRA_foreign_legion_recruitment_in_progress
			}
		}
	}
}
### Entity: Idea
Component: independent_air_force_spirit
Constructs: has_air_academy, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
independent_air_force_spirit = {
	ledger = air
	available = {
		has_air_academy = yes
	}
	modifier = {
		air_advisor_cost_factor = -0.75
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Character
Component: liberal_economist
Source: game
File: common/country_leader/00_traits.txt

Code:
liberal_economist = {
	sprite = 10
	random = no
	consumer_goods_factor = -0.05
	production_speed_industrial_complex_factor = 0.1
}