Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: den_focus
Component: DEN_military_might
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_military_might
	icon = GFX_focus_generic_tank_air_support
	prerequisite = {
		focus = DEN_prioritize_navy DEN_prioritize_army
	} {
		focus = DEN_reclaim_norway
	}
	relative_position_id = DEN_march_on_the_capital
	x = -3
	y = 5
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_attack = 0.05
			tooltip = army_attack_factor_tt
		} {
			DEN_flyvevabnet_mission_efficiency = 0.05
			tooltip = air_mission_efficiency_tt
		}
		DEN_improve_flyvevabnet_NS = yes
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_form_the_khuddamul_furqan
Constructs: prerequisite, add_stability, completion_reward, add_popularity, set_party_name
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_form_the_khuddamul_furqan
	icon = GFX_focus_AFG_pashtunistan_referendum
	prerequisite = {
		focus = AFG_crown_the_golden_emir
	}
	x = -1
	y = 1
	relative_position_id = AFG_crown_the_golden_emir
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		set_party_name = {
			ideology = fascism
			long_name = AFG_khuddamul_furqan_party_long
			name = AFG_khuddamul_furqan_party
		}
		show_ideas_tooltip = AFG_placeholder_fascist
	}
}
### Entity: Character
Component: SIA_powerful_monarch_r56
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_powerful_monarch_r56 = {
	random = no
	stability_weekly = 0.001
	weekly_casualties_war_support = 0.001
}
### Entity: Character
Component: AUS_lothar_rendulic
Constructs: has_dlc
Source: game
File: common/characters/AUS.txt

Code:
AUS_lothar_rendulic = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = high_command
			idea_token = AUS_lothar_rendulic
			ledger = army
			allowed = {
				original_tag = AUS
			}
			traits = {
				army_infantry_2
			}
			cost = 100
			ai_will_do = {
				base = 1
			}
		}
		corps_commander = {
			traits = {
				infantry_officer infantry_leader
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
		name = AUS_lothar_rendulic
		portraits = {
			army = {
				large = GFX_portrait_AUS_lothar_rendulic
				small = GFX_portrait_AUS_lothar_rendulic_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = high_command
			idea_token = AUS_lothar_rendulic
			ledger = army
			allowed = {
				original_tag = AUS
			}
			traits = {
				army_infantry_2
			}
			cost = 100
			ai_will_do = {
				base = 1
			}
		}
		name = AUS_lothar_rendulic
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_expand_camel_corps
Constructs: division_template, prerequisite, completion_reward, allow_branch, has_dlc, cancel_if_invalid, add_tech_bonus, random_owned_controlled_state
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_expand_camel_corps
	icon = GFX_focus_generic_camel_corps
	prerequisite = {
		focus = IRQ_cavalry_integration
	}
	x = -1
	y = 1
	relative_position_id = IRQ_cavalry_integration
	dynamic = yes
	allow_branch = {
		has_dlc = Battle for the Bosporus
	}
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = IRQ_expand_camel_corps
			bonus = 0.5
			uses = 2
			category = military_police_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		division_template = {
			name = Camel Corps
			division_names_group = IRQ_CAV_01
			regiments = {
				camelry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
		}
		random_owned_controlled_state = {
			create_unit = {
				division = division_template = "Camel Corps" start_experience_factor = 0.05 start_equipment_factor = 1
				owner = IRQ
				count = 2
			}
		}
	}
}
### Entity: Idea
Component: BRA_propaganda_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_propaganda_idea = {
	allowed = {
		tag = BRA
	}
	removal_cost = -1
	picture = FRA_matignon_agreements
	modifier = {
		war_support_factor = 0.1
		stability_factor = 0.05
		drift_defence_factor = 0.1
		political_power_factor = 0.1
	}
}
### Entity: Special Project
Component: sp_naval_generic_reward_artillery_tech_3
Constructs: fire_only_once, has_project_flag, add_tech_bonus, add_breakthrough_progress, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_reward_artillery_tech_3 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_naval_generic_reward_artillery_tech_flag
		}
	}
	option = {
		token = sp_naval_generic_reward_option_artillery_tech
		iteration_output = {
			country_effects = {
				add_tech_bonus = {
					name = sp_naval_generic_reward_option_artillery_tech_bonus_name
					bonus = 0.35
					uses = 1
					category = naval_artillery
				}
				add_breakthrough_progress = {
					specialization = specialization_naval
					value = sp_breakthrough_progress.medium
				}
				FROM = {
					set_project_flag = sp_naval_generic_reward_artillery_tech_flag
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: cavalry_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## cavalry_attack_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: National Focus
Tree: cze_focus
Component: CZE_access_to_the_sea
Constructs: completion_reward, is_coastal, cancel_if_invalid, add_breakthrough_progress, unlock_decision_tooltip
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_access_to_the_sea
	icon = GFX_goal_generic_occupy_states_coastal
	x = 8
	y = 0
	relative_position_id = CZE_military_aeronautical_institute
	cost = 10
	ai_will_do = {
		factor = 30
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 100
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = CZE_recall_zdenko_hudecek
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Order of Battle
Component: 10 Lujun Shi
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 10 Lujun Shi
	location = 10076
	division_template = Juntuán
	start_equipment_factor = 0.7
	start_experience_factor = 0.1
}
### Entity: Character
Component: PRC_28_bolshevik_trait_bo_gu
Constructs: political_power_gain, army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_28_bolshevik_trait_bo_gu = {
	random = no
	sprite = 13
	political_power_gain = -0.025
	opinion_gain_monthly_same_ideology_factor = 0.05
	power_balance_weekly = 0.01
	army_attack_factor = 0.025
}
### Entity: Event
Component: SEA_japan_popup_events.3
Constructs: is_triggered_only, add_ideas, fire_only_once, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.3
	title = SEA_japan_popup_events.3.t
	desc = SEA_japan_popup_events.3.desc
	picture = GFX_report_event_JAP_diet_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.3.a
		add_ideas = JAP_collapsing_government_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_small_army_faction_gain = yes
		hidden_effect = {
			set_country_flag = JAP_harakiri_debate_has_taken_place_flag
		}
	}
}
### Entity: Idea
Component: CZE_empire_victorious_idea
Constructs: research_speed_factor, has_government, is_subject, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_empire_victorious_idea = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = generic_democratic_drift_bonus
	cancel = {
		is_subject = yes
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		research_speed_factor = 0.1
		non_core_manpower = 0.05
	}
}
### Entity: Event
Component: news.105
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.105
	title = news.105.t
	desc = {
		text = news.105.d
		trigger = {
			NOT = {
				SOV_is_opposition = yes
			}
		}
	} {
		text = news.105.d_alt
		trigger = {
			SOV_is_opposition = yes
		}
	}
	picture = GFX_news_event_soviet_soldiers_ruins
	major = yes
	trigger = {
		217 = {
			is_controlled_by = GER
		} {
			is_owned_by = SOV
		}
		GER = {
			has_war_with = SOV
		}
		NOT = {
			has_global_flag = fall_of_stalingrad
		}
	}
	immediate = {
		set_global_flag = fall_of_stalingrad
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = GER SOV
			}
		}
	} {
		name = news.100.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.103.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Event
Component: AAT_finland_the_white_death.5
Constructs: ai_chance, has_government, has_war_with, add_war_support, fire_only_once, add_political_power, has_defensive_war, has_civil_war
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_the_white_death.5
	title = AAT_finland_the_white_death.5.t
	desc = AAT_finland_the_white_death.4.desc
	picture = GFX_report_event_FIN_simo_hayha
	fire_only_once = yes
	trigger = {
		tag = FIN
		FIN = {
			NOT = {
				has_government = communism
			}
		}
		has_defensive_war = yes
		has_civil_war = no
		is_subject = no
		any_country = {
			has_war_with = FIN
			has_variable = FIN_white_death_target_country
		}
		has_global_flag = FIN_simo_hayha_appears_and_is_wounded_flag
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = AAT_finland_the_white_death.4.a
		ai_chance = {
			base = 80
		}
		add_war_support = 0.05
		add_political_power = 50
		add_command_power = 20
		add_manpower = 12000
		hidden_effect = {
			set_global_flag = FIN_simo_hayha_will_be_wounded_flag
		}
	} {
		name = AAT_finland_the_white_death.4.b
		ai_chance = {
			base = 20
		}
		add_political_power = -25
		add_timed_idea = {
			idea = FIN_we_are_the_white_death_idea
			days = 180
		}
		hidden_effect = {
			set_global_flag = FIN_simo_hayha_will_be_wounded_flag
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_bolster_domestic_construction
Constructs: prerequisite, limit, completion_reward, production_speed_buildings_factor, is_controlled_by, cancel_if_invalid, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_bolster_domestic_construction
	icon = GFX_focus_generic_industral_devlopment_bucket
	prerequisite = {
		focus = CZE_grow_ckd_secondary_facilities
	}
	relative_position_id = CZE_continue_the_central_bohemia_plan
	x = 1
	y = 2
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
		add_to_variable = {
			production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		}
		add_tech_bonus = {
			name = CZE_bolster_domestic_construction
			bonus = 1.0
			uses = 1
			category = construction_tech
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		show_ideas_tooltip = CZE_muller_and_kapsa
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: STK
Component: STK_technology
Constructs: set_technology
Source: game
File: history/countries/STK - Saint Kitts & Nevis.txt

Code:
# Starting Technologies for STK
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	mtg_transport = 1
}
### Entity: Modding Documentation
Construct: ai_attitude_protective_weight
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_attitude_protective_weight
* description: weight for an ai attitude attitude_protectiveagainst country. Example: GER.ai_attitude_protective_weight@ENG
### Entity: Event
Component: bftb_turkey.75
Constructs: is_triggered_only, has_completed_focus, has_government, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.75
	title = bftb_turkey.75.t
	desc = bftb_turkey.75.desc
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	option = {
		name = bftb_turkey.75.a
		trigger = {
			ENG = {
				has_government = fascism
			}
		}
		IRQ = {
			country_event = {
				id = generic.5
			}
		}
	} {
		name = bftb_turkey.75.b
		trigger = {
			ENG = {
				OR = {
					has_completed_focus = ENG_global_defense ENG_prepare_for_the_inevitable
				}
			}
		}
		create_wargoal = {
			type = topple_government
			target = IRQ
		}
	} {
		name = bftb_turkey.75.c
		trigger = {
			ENG = {
				has_completed_focus = ENG_the_kings_party
				NOT = {
					has_completed_focus = ENG_alliance_with_germany
				}
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = IRQ
		}
	} {
		name = bftb_turkey.75.d
		trigger = {
			ENG = {
				has_completed_focus = ENG_alliance_with_germany
			}
		}
		IRQ = {
			country_event = {
				id = bftb_turkey.77
			}
		}
	} {
		name = bftb_turkey.75.e
		IRQ = {
			country_event = {
				id = bftb_turkey.76
			}
		}
	}
}
### Entity: Event
Component: mongol_foreign_influence.13
Constructs: is_triggered_only, limit, every_country, has_country_flag, is_in_faction_with, is_faction_leader, remove_from_faction, add_ai_strategy
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_foreign_influence.13
	title = mongol_foreign_influence.13.t
	desc = mongol_foreign_influence.13.d
	picture = GFX_report_event_SOV_mongolia_fortify_border
	is_triggered_only = yes
	option = {
		name = mongol_foreign_influence.13.a
		FROM = {
			country_event = {
				id = mongol_foreign_influence.14
				days = 1
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = mongol_foreign_influence.13.b
		FROM = {
			country_event = {
				id = mongol_foreign_influence.15
				hours = 6
			}
		}
		effect_tooltip = {
			every_country = {
				limit = {
					OR = {
						original_tag = MON
						has_country_flag = MON_joined_mongolia_to_secure_one_of_the_warlords
					}
					is_in_faction_with = FROM
					is_faction_leader = yes
				}
				remove_from_faction = FROM
				add_ai_strategy = {
					type = antagonize
					id = FROM
					value = 200
				}
			} {
				limit = {
					OR = {
						original_tag = MON
						has_country_flag = MON_joined_mongolia_to_secure_one_of_the_warlords
					}
				}
				if = {
					limit = {
						FROM = {
							has_non_aggression_pact_with = THIS
						}
					}
					diplomatic_relation = {
						country = FROM
						relation = non_aggression_pact
						active = no
					}
				}
				create_wargoal = {
					type = take_state
					target = FROM
					expire = 0
				}
			}
			FROM = {
				clr_country_flag = MON_is_willing_to_go_for_you
				add_timed_idea = {
					idea = MON_diplomatic_isolation
					days = 90
				}
			}
			if = {
				limit = {
					MON = {
						is_subject = yes
					}
				}
				MON = {
					declare_war_on = {
						type = take_state
						target = FROM
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_army_of_a_bygone_era_14
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_14 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_15
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_15
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_15
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_15
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.06
		army_defence_factor = -0.12
		conscription_factor = -0.12
		army_morale_factor = -0.12
		army_org_factor = -0.12
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_modifier_update_gui_tooltip
Constructs: set_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_modifier_update_gui_tooltip = {
	ROOT = {
		set_variable = {
			SOV_paranoia_weekly_modifier_ui = SOV_paranoia_modifier_increase
		}
	} {
		multiply_variable = {
			SOV_paranoia_weekly_modifier_ui = SOV_paranoia_weekly_modifiers_amount
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_expand_the_colonial_army
Constructs: prerequisite, limit, add_ideas, completion_reward, every_state, is_core_of, add_state_modifier
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_expand_the_colonial_army
	prerequisite = {
		focus = HOL_continue_the_war_in_batavia
	}
	icon = GFX_focus_generic_military_academy
	x = 1
	y = 1
	relative_position_id = HOL_continue_the_war_in_batavia
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = HOL_expand_the_colonial_army
		every_state = {
			limit = {
				is_core_of = INS
			}
			add_state_modifier = {
				modifier = {
					local_non_core_manpower = 0.25
				}
			}
		}
	}
}
### Entity: Idea
Component: POL_great_peasants_strike
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_great_peasants_strike = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = raj_risk_of_famine
	modifier = {
		democratic_drift = 0.3
		communism_drift = 0.15
		production_speed_buildings_factor = -0.5
		industrial_capacity_factory = -0.5
		consumer_goods_factor = 0.5
		stability_factor = -0.2
	}
}
### Entity: State History
Component: 144
Constructs: add_core_of
Source: game
File: history/states/144-Nord-Noreg.txt

Code:
state = {
	id = 144
	name = STATE_144
	manpower = 142100
	state_category = rural
	resources = {
		steel = 6
	}
	history = {
		victory_points = {
			192 5
		} {
			9126 1
		}
		owner = NOR
		add_core_of = NOR SMI
		buildings = {
			infrastructure = 2
			air_base = 1
			192 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		38 192 3034 3132 3145 9126 11157 6214
	}
	local_supplies = 0.0
}
### Entity: Shared Focus
Component: BALTIC_domestic_motors
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_domestic_motors
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = BALTIC_modernize_industry
	}
	x = -1
	y = 1
	relative_position_id = BALTIC_modernize_industry
	cost = 10
	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 = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}