Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 935
Constructs: add_core_of
Source: game
File: history/states/935-Maymanah.txt

Code:
state = {
	id = 935
	name = STATE_1007
	manpower = 914775
	state_category = rural
	provinces = {
		7448 7584 10896 12248 12877
	}
	history = {
		owner = AFG
		buildings = {
			infrastructure = 1
		}
		add_core_of = AFG
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: State History
Component: 834
Constructs: add_core_of
Source: game
File: history/states/834 - Balta.txt

Code:
state = {
	id = 834
	name = STATE_834
	manpower = 183748
	state_category = rural
	history = {
		owner = SOV
		victory_points = {
			3757 2
		} {
			741 1
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV UKR MOL
		1939.1.1 = {
			buildings = {
				industrial_complex = 2
			}
		}
	}
	provinces = {
		741 754 3757 9576
	}
	local_supplies = 6.0
}
### Entity: Event
Component: AAT_Sweden_nationalists.18
Constructs: is_triggered_only, ai_chance, add_popularity, clr_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.18
	title = AAT_Sweden_nationalists.18.t
	desc = AAT_Sweden_nationalists.18.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.18.a
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.12
		}
		clr_country_flag = SWE_royal_visit_in_progress
	}
}
### Entity: Idea
Component: den_gosplan_planners
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_gosplan_planners = {
	removal_cost = -1
	picture = SOV_revolutionized_industry
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: Faction
Component: faction_goal_develop_persian_oil
Constructs: limit, has_tech, complete_effect, add_faction_power_projection, has_completed_goal, add_resource
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_develop_persian_oil = {
	name = develop_persian_oil_goal_name
	description = develop_persian_oil_goal_desc
	category = short_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		OR = {
			411 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			412 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			413 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	available = {
		FROM = {
			has_tech = excavation1 excavation2
		}
		411 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		412 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		413 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	completed = {
		411 = {
			CONTROLLER = {
				has_tech = excavation3
			}
			infrastructure = > 4
		}
		412 = {
			CONTROLLER = {
				has_tech = excavation3
			}
			infrastructure = > 4
		}
		413 = {
			CONTROLLER = {
				has_tech = excavation3
			}
			infrastructure = > 4
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		if = {
			limit = {
				NOT = {
					has_completed_goal = faction_goal_develop_persian_oil
				}
			}
			411 = {
				add_resource = {
					type = oil
					amount = 6
				}
			}
			412 = {
				add_resource = {
					type = oil
					amount = 4
				}
			}
			413 = {
				add_resource = {
					type = oil
					amount = 8
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			controls_state = 46
		} {
			add = -1
			fuel_ratio = > 0.9
			all_allied_country = {
				fuel_ratio = > 0.9
			}
		} {
			add = 1
			fuel_ratio = < 0.4
		} {
			add = 1
			fuel_ratio = < 0.1
		}
	}
}
### Entity: Character
Component: FIN_svante_sundman
Constructs: has_completed_focus
Source: game
File: common/characters/FIN.txt

Code:
FIN_svante_sundman = {
	name = FIN_svante_sundman
	portraits = {
		army = {
			large = GFX_portrait_FIN_svante_sundman
			small = GFX_portrait_FIN_svante_sundman_small
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer gunnery_expert arctic_water_expert
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		maneuvering_skill = 1
		coordination_skill = 2
		legacy_id = 0
		visible = {
			has_completed_focus = FIN_coastal_defense
		}
	}
}
### Entity: Character
Component: ARG_fanny_edelman
Constructs: has_government, has_dlc, has_country_leader
Source: game
File: common/characters/ARG.txt

Code:
ARG_fanny_edelman = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				large = GFX_portrait_ARG_fanny_edelman_02
			}
			army = {
				small = GFX_portrait_ARG_fanny_edelman_02_military_small
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1.1
			id = -1
			traits = {
				ARG_feminist_revolutionary
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ARG_fanny_edelman
			allowed = {
				original_tag = ARG
			}
			traits = {
				ARG_socialist_feminist
			}
			visible = {
				has_government = communism
			}
			available = {
				has_government = communism
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = ARG_fanny_edelman
					}
				}
			}
		}
		corps_commander = {
			traits = {
				war_hero
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
			visible = {
				NOT = {
					has_government = democratic fascism neutrality
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			civilian = {
				large = GFX_portrait_Fanny_Edelman
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1.1
			id = -1
			traits = {
				ARG_feminist_revolutionary
			}
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_reinforce_the_navy_air_branch
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_reinforce_the_navy_air_branch
	icon = GFX_goal_zero_blue
	prerequisite = {
		focus = LAT_rethink_naval_doctrine LAT_modernized_air_doctrine
	}
	relative_position_id = LAT_rethink_naval_doctrine
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	available = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = nav_bomber_bonus
			bonus = 1.0
			ahead_reduction = 1
			uses = 1
			category = naval_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Defence_Act
Constructs: shared_focus, prerequisite, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Defence_Act
	icon = GFX_goal_arrests
	prerequisite = {
		focus = GEN_Strenghten_Monarchy GEN_Strenghten_Democracy
	}
	x = 1
	y = 1
	relative_position_id = GEN_Strenghten_Monarchy
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		} {
			ideology = communism
			popularity = -0.05
		}
		add_ideas = GEN_Defence_Act_I
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: LUX_minister_labour_KPL
Constructs: industrial_capacity_factory, communism_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_labour_KPL = {
	modifier = {
		communism_drift = 0.05
		industrial_capacity_factory = 0.08
	}
}
### Entity: Character
Component: elected_monarchist_puppet
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
elected_monarchist_puppet = {
	random = no
	stability_factor = -0.05
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_the_soviet_volunteer_group
Constructs: shared_focus, has_completed_focus, prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_the_soviet_volunteer_group
	text = CHI_the_soviet_volunteer_group_focus
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = CHI_invite_soviet_advisers
	}
	x = 0
	y = 1
	relative_position_id = CHI_invite_soviet_advisers
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = PRC
		} {
			factor = 4
			tag = CHI
		}
	}
	available = {
		SOV_will_support = yes
	}
	bypass = {
		any_other_country = {
			has_completed_focus = CHI_the_soviet_volunteer_group
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			country_event = wtt_china_shared.11
		}
	}
}
### Entity: Character
Component: MLT_aa2
Source: game
File: common/characters/MLT.txt

Code:
MLT_aa2 = {
	advisor = {
		slot = high_command
		idea_token = MLT_aa2
		ledger = army
		allowed = {
			original_tag = MLT
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: Trigger Reference
Construct: core_resistance
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## core_resistance

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Compares the core (average of all occupied states) resistance value of occupied_country_tag that is occuppied by the country in current scope.
Example:
core_resistance = { 
 occupied_country_tag = ITA 
 value > 35 
}
```
### Entity: AI Strategy
Component: CHI_dont_defend_HBC
Constructs: has_completed_focus, has_dlc, is_literally_china, is_in_faction_with, is_controlled_by
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_dont_defend_HBC = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		is_literally_china = yes
	}
	enable = {
		is_in_faction_with = HBC
		OR = {
			1039 = {
				is_controlled_by = HBC
			}
			608 = {
				is_controlled_by = HBC
			}
		}
		CHI = {
			NOT = {
				has_completed_focus = CHI_strengthening_our_resolve
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = HBC
		value = 100
	}
}
### Entity: Character
Component: ITA_hamid_idris_awate
Constructs: has_completed_focus
Source: game
File: common/characters/ITA.txt

Code:
ITA_hamid_idris_awate = {
	name = ITA_hamid_idris_awate
	portraits = {
		army = {
			small = GFX_portrait_ITA_hamid_idris_awate_small
			large = GFX_portrait_ITA_hamid_idris_awate
		}
	}
	corps_commander = {
		traits = {
			ascari_officer trickster guerilla_fighter trait_reckless desert_fox
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 0
		visible = {
			has_completed_focus = ITA_strengthen_ascari_corps
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_trains
Constructs: has_war, is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_trains = {
	enable = {
		is_major = yes
		has_war = yes
		num_of_military_factories = > 20
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = train
		value = 1
	}
}
### Entity: Modifier Reference
Component: SOV_capital_of_the_tsars
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_capital_of_the_tsars = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_capital_of_the_tsars
	state_production_speed_buildings_factor = 0.25
}
### Entity: Idea
Component: SIA_heavy_handed_industrialization_r56
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_heavy_handed_industrialization_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		consumer_goods_factor = 0.25
		stability_weekly = -0.001
		stability_factor = -0.04
		production_speed_buildings_factor = 0.12
		production_factory_max_efficiency_factor = -0.06
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_utilize_the_albazinian_contact
Constructs: prerequisite, has_government, has_war_with, completion_reward, random_hours
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_utilize_the_albazinian_contact
	icon = GFX_focus_GRE_an_orthodox_state
	prerequisite = {
		focus = CHI_leverage_contacts
	}
	x = -1
	y = 2
	relative_position_id = CHI_leverage_contacts
	cost = 5
	available = {
		SOV = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				has_government = communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	dynamic = yes
	completion_reward = {
		SOV = {
			country_event = {
				id = SEA_china.1
				days = 2
				random_hours = 12
			}
		}
		custom_effect_tooltip = CHI_secure_the_soviet_border_tt generic_skip_one_line_tt CHI_utilize_the_albazinian_contact_tt generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CHI_symeon_du
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_equipment_innovation
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_equipment_innovation
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = ARG_equipment_modernization
	}
	x = 6
	y = 4
	cost = 10
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = ARG_equipment_innovation
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_trieste_shipyards
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction, has_dlc, add_mio_funds
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_trieste_shipyards
	icon = GFX_goal_AUS_demand_trieste
	prerequisite = {
		focus = AUS_repair_pola_naval_base
	}
	relative_position_id = AUS_repair_pola_naval_base
	x = 2
	y = 1
	cost = 10
	available = {
		controls_state = 912
	}
	completion_reward = {
		912 = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = dockyard
				level = 4
				instant_build = yes
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = AUS_triesteshipyards_organization
			mio:AUS_triesteshipyards_organization = {
				add_mio_funds = 500
			}
		}
		else = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				custom_effect_tooltip = available_designer
				show_ideas_tooltip = AUS_stabilimento_tecnico_triestino
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_promote_national_catholicism
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_promote_national_catholicism
	prerequisite = {
		focus = POR_solidify_popular_support
	}
	icon = GFX_focus_mex_restore_the_army_of_christ
	cost = 5
	ai_will_do = {
		base = 25
	}
	x = -1
	y = 1
	relative_position_id = POR_solidify_popular_support
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = POR_manuel_goncalves_cerejeira
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_seek_concordat_with_the_holy_see_which_grants_tt
			add_political_power = 120
			add_stability = 0.03
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: PRC_TSR_alt_guomao_plan
Constructs: has_country_flag, has_dlc, has_game_rule, is_historical_focus_on
Source: game
File: common/ai_strategy_plans/PRC_TSR_alternate_strategy_plan.txt

Code:
PRC_TSR_alt_guomao_plan = {
	name = Communist China alternate plan No Compromise, No Surrender: Guomao
	desc = Alternate behavior for Communist China
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = PRC_AI_RANDOM_ALTERNATE_2
			has_game_rule = {
				rule = PRC_ai_behavior
				option = ALTERNATE_2
			}
			is_historical_focus_on = no
		}
	}
	abort = {
		has_country_flag = PRC_zhang_guotao_left
	}
	ai_national_focuses = {
		PRC_put_an_end_to_the_sufan PRC_know_the_enemy PRC_the_westward_expedition PRC_rally_the_industry PRC_long_march_to_recovery PRC_halt_land_revolution PRC_reestablish_the_state_bank PRC_the_unwilling_diarchy_focus PRC_master_the_terrain PRC_the_eastward_expedition PRC_red_army_reborn PRC_develop_yanan_soviet PRC_eight_points_for_attention PRC_demand_warlord_loyalty PRC_mobilization_of_the_people PRC_gain_the_peoples_trust PRC_promote_regular_army PRC_CSCEC_mils PRC_ban_special_goods_trade PRC_zhang_guotao_ascends PRC_a_new_central_committee PRC_soviet_battle_tactics PRC_consolidate_politcal_power PRC_army_reforms PRC_three_rules_of_discipline PRC_conventional_warfare PRC_revolutionary_war_of_the_masses PRC_he_long_second_army PRC_to_steal_an_army PRC_request_for_aid PRC_rural_survey PRC_secure_lend_lease_from_soviet PRC_assume_leadership PRC_emergency_prodction_protocols PRC_revolutionary_war_of_the_masses PRC_extend_emergency_measures PRC_closer_ties_to_sov PRC_equipment_from_copper_coins PRC_lessons_of_the_west PRC_the_long_march_towards_progress PRC_lessons_learnt PRC_every_peasant_a_soldier PRC_promote_paper_bills PRC_great_production_movement PRC_agricultural_reform PRC_prepare_for_third_phase PRC_centralized_army_command PRC_towards_one_china PRC_the_peoples_republic PRC_industrialization_efforts
	}
	research = {

	}
	ideas = {

	}
	ai_strategy = {
		type = alliance
		id = JAP
		value = -500
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		PRC_peaceful_reunification = 0
	}
}
### Entity: AI Strategy
Component: naval_mine_layer
Constructs: has_war, any_of
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
naval_mine_layer = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_mine_layer
	}
	priority = {
		factor = 3
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	mine_layer_light = {
		priority = {
			factor = 20
			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
				mid_1_custom_slot = ship_mine_layer_1
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_battery_slot = dp_light_battery_1
				fixed_ship_torpedo_slot = empty
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_radar_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		requirements = {
			module = ship_mine_layer_1
		}
		allowed_modules = {
			ship_mine_layer_1 ship_anti_air dp_light_battery ship_fire_control_system light_ship_engine ship_torpedo ship_depth_charge
		}
	}
	submarine_mine_layer = {
		priority = {
			factor = 2
			modifier = {
				factor = 10
				has_war = yes
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_submarine_2
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_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 = 10
			modifier = {
				factor = 10
				num_of_naval_factories = > 19
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_cruiser_1
			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 = {
						dp_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 dp_light_battery ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar
		}
	}
}
### Entity: Scripted Effect
Component: SIA_refresh_malaysia_burma_controllers
Constructs: limit, clear_array, is_in_array, add_to_array
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_refresh_malaysia_burma_controllers = {
	clear_array = SIA.malaysia_burma_controllers
	for_each_scope_loop = {
		array = SIA.malaysia_burma_states
		if = {
			limit = {
				NOT = {
					controller = {
						is_in_array = {
							array = SIA.malaysia_burma_controllers
							value = THIS
						}
					}
				}
			}
			controller = {
				add_to_array = {
					array = SIA.malaysia_burma_controllers
					value = THIS
				}
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_a_large_faction
Constructs: complete_effect, add_faction_power_projection, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_a_large_faction = {
	name = a_large_faction_goal_name
	description = a_large_faction_goal_desc
	category = medium_term
	group = FOCUS_FILTER_POLITICAL_CHARACTER
	visible = {
		num_faction_members = > 4
	}
	completed = {
		num_faction_members = > 9
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER
		add_faction_initiative = 1
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Modifier Reference
Construct: skill_bonus_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## skill_bonus_factor

* Number with 1 decimal places
* **Categories**: unit_leader