Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: liberalism_on_the_rise
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, political_power_gain, has_government, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/POL_other_ideologies_political_decisions.txt

Code:
liberalism_on_the_rise = {
	expand_civil_liberal_support = {
		icon = generic_political_rally
		visible = {
			OR = {
				has_country_flag = preparation_for_liberal_civil_war open_up_political_discourse_liberal
			} {
				has_idea_with_trait = democratic_exile
				has_completed_focus = POL_The_Front_Morges
			}
			has_government = neutrality
			NOT = {
				has_government = democratic
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 25
		days_remove = 60
		modifier = {
			democratic_drift = 0.15
			stability_weekly = -0.015
			political_power_gain = -0.3
		}
		ai_will_do = {
			factor = 1
		}
	}
	army_support_for_liberal_civil_war = {
		icon = generic_army_support
		visible = {
			has_country_flag = preparation_for_liberal_civil_war
			OR = {
				has_idea_with_trait = democratic_exile
				has_completed_focus = POL_The_Front_Morges
			}
			has_government = neutrality
			NOT = {
				has_government = democratic
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 50
		days_remove = 30
		modifier = {
			command_power_gain = -0.02
		}
		remove_effect = {
			if = {
				limit = {
					check_variable = {
						var = army_support_var
						value = 0.1
						compare = less_than
					}
				}
				set_variable = {
					var = army_support_var
					value = 0.1
				}
			} {
				limit = {
					check_variable = {
						var = army_support_var
						value = 0.1
						compare = greater_than_or_equals
					}
				}
				add_to_variable = {
					var = army_support_var
					value = 0.1
				}
			}
			set_country_flag = military_support_for_liberal_civil_war
		}
		complete_effect = {

		}
		ai_will_do = {
			factor = 0
		}
	}
	ensure_general_loyalty_for_liberal_civil_war = {
		icon = generic_army_support
		available = {
			has_country_flag = military_support_for_liberal_civil_war
			command_power = > 2
		}
		visible = {
			has_country_flag = preparation_for_liberal_civil_war
			OR = {
				has_idea_with_trait = democratic_exile
				has_completed_focus = POL_The_Front_Morges
			}
			has_government = neutrality
			any_army_leader = {
				is_field_marshal = no
				NOT = {
					has_trait = hidden_sympathies
				}
			}
			NOT = {
				has_government = democratic
			}
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			country_event = {
				id = decisions
# ... (truncated)
### Entity: Event
Component: r56_usa.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, create_country_leader, limit, remove_ideas, has_country_flag, add_political_power
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.1
	title = r56_usa.1.t
	desc = r56_usa.1.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	trigger = {
		tag = USA
		democratic = > 0.5
		date = > 1948.1.1 < 1949.1.1
		has_country_leader = {
			name = Harry S. Truman
			ruling_only = yes
		}
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = USA_voter_registration_act USA_union_representation_act
					}
				}
				country_event = {
					id = usa.32
					days = 730
				}
			}
			else = {
				country_event = {
					id = usa.35
					days = 730
				}
			}
		}
	}
	option = {
		name = r56_usa.1.a
		ai_chance = {
			base = 75
			modifier = {
				OR = {
					has_game_rule = {
						rule = USA_ai_behavior
						option = FASCIST
					}
					has_country_flag = USA_AI_RANDOM_FASCIST
				}
				factor = 0
			}
		}
		if = {
			limit = {
				OR = {
					has_completed_focus = USA_voter_registration_act USA_union_representation_act
				}
			}
			country_event = usa.32
		}
		else = {
			set_variable = {
				election_factor = random
			}
			add_to_variable = {
				election_factor = -0.5
			}
			USA_election_senate = yes
			USA_election_house = yes
			custom_effect_tooltip = usa_congress_elections_tt_bad
			country_event = usa.30
		}
	} {
		name = r56_usa.1.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		remove_ideas = new_deal
		set_party_name = {
			ideology = democratic
			long_name = USA_republican_party
			name = USA_republican_party
		}
		set_variable = {
			election_factor = random
		}
		add_to_variable = {
			election_factor = -0.6
		}
		USA_election_senate = yes
		USA_election_house = yes
		USA_flip_support = yes
		add_political_power = 120
		custom_effect_tooltip = usa_congress_elections_tt_good
		create_country_leader = {
			name = Thomas E. Dewey
			picture = portrait_USA_thomas_dewey.dds
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				r56_trait_opposed_to_communism
			}
		}
		country_event = usa.31
	}
}
### Entity: Idea
Component: SIA_asias_innovation_powerhouse_r56
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_asias_innovation_powerhouse_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_research_by_example
	modifier = {
		production_factory_max_efficiency_factor = 0.05
		equipment_conversion_speed = 0.1
		research_speed_factor = 0.05
	}
}
### Entity: Idea
Component: SOV_the_new_russian_army
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_the_new_russian_army = {
	name = SOV_the_new_russian_army
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = generic_victors_of_ww1
	modifier = {
		max_planning = 0.15
		army_org_factor = 0.1
		army_core_defence_factor = 0.05
		attrition = -0.1
	}
}
### Entity: Event
Component: japan.18
Constructs: is_triggered_only, create_wargoal, take_state
Source: game
File: events/Japan.txt

Code:
country_event = {
	id = japan.18
	title = japan.18.t
	desc = japan.18.d
	picture = GFX_report_event_chinese_soldiers_02
	is_triggered_only = yes
	option = {
		name = japan.18.a
		create_wargoal = {
			type = take_state
			target = CHI
			generator = owned_states
		}
	}
}
### Entity: Country History
Country: CRO
Component: CRO_technology
Constructs: set_technology
Source: game
File: history/countries/CRO - Croatia.txt

Code:
# Starting Technologies for CRO
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_mountaineers = 1
	tech_support = 1
	tech_recon = 1
	tech_trucks = 1
}
### Entity: National Focus
Tree: per_focus
Component: PER_found_iranian_shipyards
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_found_iranian_shipyards
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = PER_purchase_foreign_ships
	}
	x = 0
	y = 1
	relative_position_id = PER_purchase_foreign_ships
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = PER_iranian_shipyards_organization
			mio:PER_iranian_shipyards_organization = {
				add_mio_size = 2
			}
		}
		else = {
			if = {
				limit = {
					has_idea = PER_iranian_shipyards
				}
				swap_ideas = {
					remove_idea = PER_iranian_shipyards
					add_idea = PER_iranian_shipyards_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = PER_iranian_shipyards
						add_idea = PER_iranian_shipyards_improved
					}
				}
			}
		}
	}
}
### Entity: Character
Component: provincial_commisioner_of_leopoldville
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
provincial_commisioner_of_leopoldville = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	stability_factor = 0.05
	production_speed_buildings_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: CHI_warlords.2
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.2
	title = CHI_warlords.2.t
	desc = CHI_warlords.2.desc
	picture = GFX_report_event_partition_of_india
	is_triggered_only = yes
	option = {
		name = Ensure the Establishment of a 'Deep State'.
		add_ideas = CHI_deep_state
	} {
		name = Ensure a powerful and direct Executive
		add_ideas = CHI_executive
	}
}
### Entity: Scope Reference
Construct: trigger
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## trigger
* Aliases: t
* Arguments: <tag> scripted_trigger_name

Runs a scripted trigger on selected scope
### Entity: AI Strategy
Component: paratroopers_USA
Constructs: has_tech
Source: game
File: common/ai_templates/templates_USA.txt

Code:
paratroopers_USA = {
	available_for = {
		USA
	}
	role = paratroopers
	upgrade_prio = {
		factor = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = paratroopers
			}
		}
	}
	paratrooper_early_USA = {
		upgrade_prio = {
			factor = 2
		}
		reinforce_prio = 2
		division_names_group = USA_PAR_01
		target_template = {
			support = {
				engineer = 1
				field_hospital = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				field_guns = 1
				fire_support = 1
			}
			regiments = {
				paratrooper = 9
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_formalize_the_intelligence_wing
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_days_mission_timeout, has_dlc, add_dynamic_modifier
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_formalize_the_intelligence_wing
	icon = GFX_focus_generic_whispers
	prerequisite = {
		focus = GER_start_the_proletarian_revolution
	}
	x = -3
	y = 1
	relative_position_id = GER_start_the_proletarian_revolution
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_the_peoples_victory
				}
			}
			add_days_mission_timeout = {
				mission = GER_imminent_proletarian_revolution_mission
				days = 15
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
			show_ideas_tooltip = GER_wilhelm_zaisser
		}
		add_dynamic_modifier = {
			modifier = GER_communist_intel_modifier
		}
	}
}
### Entity: Modding Documentation
Construct: Project
Source: game
File: common/special_projects/projects/documentation.md

Doc:
# Phases of a Project

Researching a Project is divided in several phases.

* Establishing phase : 
will need to go through that phase when start or re-starting a project
will start from beginning of the phase if cancelled in the middle
* Initial research phase : 
will need to go through that phase only once - if project cancelled after it's done, it won't go through it again
if cancelled in the middle, will remember where it was
* Prototyping phase :
will need to go through that phase in several iterations until project is completed - once completed the Project is fully researched
if cancelled in the middle, will remember where it was
	* Complexity :
	How much progress is gained each prototype iteration. Once reaching 100 the prototype phase is completed.
### Entity: AI Strategy
Component: EAI_destroyer_C
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_destroyer_role.txt

Code:
EAI_destroyer_C = {
	category = naval
	roles = {
		naval_screen
	}
	priority = {
		base = 0
		modifier = {
			add = 9000
			check_variable = {
				EAI_FOCUS/NAVY/destroyer = global.EAI_C_DD_DESIGN
			}
		}
	}
	BASIC_DESTROYER_C = {
		role_icon_index = 2
		priority = {
			base = 0
			modifier = {
				add = 20000
				has_tech = basic_ship_hull_light
			}
		}
		target_variant = {
			type = ship_hull_light_2
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = {
					module = light_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = empty
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = empty
				rear_1_custom_slot = empty
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_blackshirt_loyalty
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_blackshirt_loyalty
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = ITA_divino_duce
	}
	relative_position_id = ITA_divino_duce
	x = 0
	y = 2
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ITA_divino_duce_1
			add_idea = ITA_divino_duce_2
		}
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_fleet_in_being_doctrine
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_fleet_in_being_doctrine
	icon = GFX_goal_generic_navy_battleship
	cost = 10
	prerequisite = {
		focus = FRI_focus_on_the_vietnamese_ports
	}
	x = 3
	y = 3
	relative_position_id = FRI_invite_investors_to_kouang_tcheou_wan
	completion_reward = {
		add_tech_bonus = {
			name = fleet_in_being_bonus
			bonus = 1
			uses = 1
			category = cat_fleet_in_being
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: china.105
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.105
	title = china.105.t
	desc = china.105.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			factor = 100
		}
		name = china.105.a
		FROM = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		ai_chance = {
			factor = 0
		}
		FROM = {
			puppet = ROOT
		}
		name = china.105.b
	}
}
### Entity: Modifier Reference
Construct: ai_focus_aggressive_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_focus_aggressive_factor

* Number with 1 decimal places
* **Categories**: ai
### Entity: Scripted Trigger
Component: EAI_LAW_available_tot_economic_mobilisation
Constructs: has_completed_focus, has_war, limit, has_idea, has_defensive_war, has_war_support, has_dlc, has_active_mission
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_available_tot_economic_mobilisation = {
	NOT = {
		has_idea = tot_economic_mobilisation
	}
	if = {
		limit = {
			original_tag = GER
		}
		NOT = {
			has_completed_focus = GER_totaler_krieg
		}
	} {
		limit = {
			original_tag = JAP
		}
		NOT = {
			has_completed_focus = JAP_sea_national_defense_state JAP_prepare_for_the_final_war
		}
	} {
		limit = {
			has_completed_focus = USA_limited_intervention
			has_defensive_war = no
		}
		has_war_support = > 0.9
		congress_high_support_trigger = yes
	} {
		limit = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		NOT = {
			OR = {
				has_active_mission = TUR_etatism_crisis_1 TUR_etatism_crisis_2 TUR_etatism_crisis_3
			}
		}
	}
	has_war = yes
	has_war_support = > 0.8
	any_enemy_country = {
		ic_ratio = {
			tag = ROOT
			ratio = > 0.5
		}
	}
	IF = {
		limit = {
			original_tag = HUN
			has_dlc = Death or Dishonor
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = HUN_treaty_of_triannon_aat
			}
		}
		ELSE = {
			NOT = {
				has_idea = HUN_treaty_of_triannon
			}
		}
	}
	ELSE_IF = {
		limit = {
			original_tag = HUN
			has_dlc = Gotterdammerung
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_trigger_tooltip = {
				tooltip = wuw_HUN_not_has_trianon_for_laws_tt
				NOT = {
					OR = {
						has_idea = HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
					}
				}
			}
		}
		ELSE = {
			custom_trigger_tooltip = {
				tooltip = wuw_HUN_not_has_trianon_for_laws_tt
				NOT = {
					OR = {
						has_idea = HUN_treaty_of_triannon_wuw HUN_treaty_of_triannon_wuw_no_army_exp_debuff HUN_treaty_of_triannon_wuw_no_air_debuff HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_naval_carrier
Constructs: has_tech
Source: game
File: common/ai_equipment/ITA_naval.txt

Code:
ITA_naval_carrier = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		naval_carrier
	}
	priority = {
		factor = 15
	}
	carrier_early = {
		name = Sparviero Class
		priority = {
			factor = 5
			modifier = {
				has_tech = basic_ship_hull_carrier
				factor = 0
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_carrier_conversion_bb
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_secondaries_slot = ship_secondaries
				mid_1_custom_slot = ship_deck_space
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_fire_control_system cruiser_ship_engine heavy_ship_engine carrier_ship_engine ship_radar ship_deck_space ship_carrier_armor
		}
	}
	carrier_early_upgrade = {
		name = Aquila Class
		priority = {
			factor = 5
			modifier = {
				has_tech = basic_ship_hull_carrier
				factor = 0
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_carrier_conversion_bb
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_secondaries_slot = ship_secondaries
				mid_1_custom_slot = ship_deck_space
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_fire_control_system cruiser_ship_engine heavy_ship_engine carrier_ship_engine ship_radar ship_deck_space ship_carrier_armor
		}
	}
	carrier_basic = {
		priority = {
			factor = 20
			modifier = {
				has_tech = improved_ship_hull_carrier
				factor = 0
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_carrier_1
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = carrier_ship_engine
				fixed_ship_secondaries_slot = ship_secondaries
				front_1_custom_slot = ship_deck_space
			}
		}
		allowed_modules = {
			ship_secondaries ship_anti_air ship_fire_
# ... (truncated)
### Entity: National Focus
Tree: mon_focus
Component: MON_secure_the_rear
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_in_faction_with, every_other_country, is_subject_of, create_wargoal
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_secure_the_rear
	icon = GFX_goal_PRC_retake_sinkiang
	x = 0
	y = 2
	relative_position_id = MON_divide_spheres_of_influence
	cost = 5
	prerequisite = {
		focus = MON_divide_spheres_of_influence
	}
	available = {
		is_faction_leader = yes
		is_in_faction_with = PRC
		any_state = {
			OR = {
				state = 618 760 617 759 287 619
			}
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					OR = {
						state = 618 760 617 759 287 619
					}
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 618 760 617 759 287 619
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
			PRC = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
		add_named_threat = {
			threat = 1.0
			name = MON_securing_the_rear
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_fortify_our_coast
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_fortify_our_coast
	icon = GFX_focus_generic_coastal_fort
	cost = 10
	x = -1
	y = 1
	relative_position_id = SAM_the_japanese_threat
	available = {
		controls_state = 726
	}
	prerequisite = {
		focus = SAM_the_japanese_threat
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		726 = {
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 7290
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 13462
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: 91st Division
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = 91st Division
	location = 4190
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = HBC_feng_zhanhai
	}
}
### Entity: Scripted Effect
Component: SOV_clean_military_offensive_effect
Constructs: clr_country_flag, remove_dynamic_modifier, clear_array, clear_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_clean_military_offensive_effect = {
	clr_country_flag = SOV_military_offensive_in_progress_flag
	for_each_scope_loop = {
		array = SOV_military_offensive_states
		remove_dynamic_modifier = {
			modifier = SOV_soviet_military_offensive
		}
	}
	clear_array = SOV_military_offensive_states
	clear_variable = SOV_offensive_main_objective
}
### Entity: Effect Reference
Construct: set_can_be_fired_in_advisor_role
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_can_be_fired_in_advisor_role

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
Set the value (yes/no) to the "can be fired" flag in Advisor Role. When set to No, the advisor cannot be fired once hired.

Example:
some_country_scope = {
  set_can_be_fired_in_advisor_role = {
    character = my_character_token # or keyword, variable...
    slot = political_advisor # mandatory if the character has several advisor role
    value = no
  }
}

some_character_scope = {
  set_can_be_fired_in_advisor_role = {
    slot = political_advisor # mandatory if the character has several advisor role
    value = no
  }
}
```
### Entity: Character
Component: JUNO_feminist_editor
Constructs: stability_factor, democratic_drift, communism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_feminist_editor = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	stability_factor = 0.05
	democratic_drift = 0.05
	communism_drift = 0.02
	ai_will_do = {
		factor = 0
	}
}