Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: Historical_background
Source: wiki
File: wiki/Italy.html

Doc:
Historical background[edit]
Italy had completed conquests (Ethiopia and Albania) prior to its entry into World War II. Despite the Pact of Steel with Nazi Germany, Italy did not join in the war until June 1940, planning to get a share of Allied territory with the defeat of France. Italy's war effort went poorly, resulting in defeats in Greece, North Africa, Ethiopia, and the Mediterranean Sea. The Allies started to invade Italy in the summer of 1943 and Mussolini's government collapsed.

The new royal government of Marshal Pietro Badoglio signed an armistice with the allies, but most of the country was quickly occupied by the Germans, who established a puppet government under Mussolini in the north, the Italian Social Republic (also known as the Salò Republic, from its headquarters). Badoglio and the king escaped to Brindisi without giving any order to the army, which surrendered to the Germans without putting up a fight. The royal government remained in control of the south, declared war on Germany, and was eventually re-established as the government of all of Italy shortly before the end of the war in the spring of 1945. Significant partisan actions took place in northern Italy. Italy would become a member of NATO after the war, but lost the region of Istria and the Dalmatian city of Zadar to Yugoslavia, and all its colonies excluding Somalia.
### Entity: Trigger Reference
Construct: Examples
Constructs: Examples, has_completed_faction_goal
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
### Examples
```
TAG = {
	has_completed_faction_goal = goal_id
}
```
### Entity: Modifier Reference
Component: SHX_warlord_army
Constructs: army_defence_factor, army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
SHX_warlord_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_whampoa_military_academy
	experience_gain_army_factor = SHX_warlord_army_xp_factor
	surrender_limit = SHX_warlord_army_surrender_limit
	conscription_factor = SHX_warlord_army_rec_pop
	attrition = SHX_warlord_army_attrition
	max_planning_factor = SHX_warlord_army_max_planning
	land_doctrine_cost_factor = SHX_warlord_army_doc_cost
	army_attack_factor = SHX_warlord_army_attack
	army_defence_factor = SHX_warlord_army_defence
	army_core_attack_factor = SHX_warlord_army_core_attack
	army_core_defence_factor = SHX_warlord_army_core_defence
	out_of_supply_factor = SHX_warlord_army_supply_factor
	supply_consumption_factor = SHX_warlord_army_supply_cons
	training_time_factor = SHX_warlord_army_training_time_factor
	special_forces_cap = SHX_warlord_army_spec_cap
	special_forces_attack_factor = SHX_warlord_army_spec_attack
	army_armor_attack_factor = SHX_warlord_army_armor_attack
	production_speed_bunker_factor = SHX_warlord_army_fort
	army_artillery_attack_factor = SHX_warlord_army_arty
	terrain_penalty_reduction = SHX_warlord_army_terrain
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_constrict_the_parliament
Constructs: prerequisite, add_ideas, completion_reward, remove_power_balance
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_constrict_the_parliament
	icon = GFX_focus_AUS_totalitarian_safety
	relative_position_id = AUS_depose_miklas
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_depose_miklas
	} {
		focus = AUS_appoint_loyal_judges AUS_exploit_constitutional_loopholes
	}
	available = {
		power_balance_value = {
			id = AUS_reform_power_balance
			value = > 0.75
		}
	}
	cost = 10
	completion_reward = {
		remove_power_balance = {
			id = AUS_reform_power_balance
		}
		add_ideas = AUS_constricted_parliament
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_unify_centroamerica
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_named_threat, every_state, is_core_of, add_claim_by
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_unify_centroamerica
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = MEX_focus_march_southwards
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_march_southwards
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_named_threat = {
			threat = 2
			name = threat_mexico_unify_centroamerica
		}
		every_state = {
			limit = {
				OR = {
					is_core_of = NIC COS PAN
					state = 685
				}
				NOT = {
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
		if = {
			limit = {
				NIC = {
					exists = yes
					NOT = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = NIC
				expire = 0
			}
		} {
			limit = {
				COS = {
					exists = yes
					NOT = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = COS
				expire = 0
			}
		} {
			limit = {
				PAN = {
					exists = yes
					NOT = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = PAN
				expire = 0
			}
		}
	}
	will_lead_to_war_with = NIC COS PAN
}
### Entity: AI Strategy
Component: ENG_medium_tanks
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_medium_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_medium_tank
	}
	priority = {
		factor = 2000
	}
	basic_medium_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_medium_tank_chassis
				factor = 0
			}
		}
		name = Crusader II
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon tank_small_cannon_2
					}
				}
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 7
				tank_nsb_armor_upgrade = 5
			}
		}
		allowed_modules = {
			tank_small_cannon_2 tank_high_velocity_cannon tank_medium_three_man_tank_turret tank_christie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	basic_medium_tank_improved = {
		visible = no
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_medium_tank_chassis
				factor = 0
			}
		}
		name = Crusader IV
		history = yes
		target_variant = {
			match_value = 2500
			type = medium_tank_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_medium_cannon tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_medium_two_man_tank_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 7
				tank_nsb_armor_upgrade = 5
			}
		}
		allowed_modules = {
			tank_medium_cannon tank_high_velocity_cannon tank_medium_two_man_tank_turret tank_christie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	improved_medium_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = advanced_medium_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_tank_chassis_2
			modules = {
				main_armament_slot = {
					any_
# ... (truncated)
### Entity: State History
Component: 961
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/961-South Sudan.txt

Code:
state = {
	id = 961
	name = South Sudan
	provinces = {
		1953 2096 4033 7996 10764 10859 10877 10908 12800 12887
	}
	history = {
		victory_points = {
			2096 3
		}
		owner = SSD
		add_core_of = SSD SUD
		add_claim_by = SUD
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			arms_factory = 1
		}
	}
	manpower = 1600000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = rural
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_gradual_agrarian_reform
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_gradual_agrarian_reform
	icon = GFX_goal_agrarian_reform
	cost = 10
	prerequisite = {
		focus = VIN_hanh_phuc
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VIN_hanh_phuc
			add_idea = VIN_hanh_phuc2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	x = 26
	y = 3
}
### Entity: State History
Component: 649
Constructs: add_core_of
Source: game
File: history/states/649-Galapagos Islands.txt

Code:
state = {
	id = 649
	name = STATE_649
	state_category = small_island
	manpower = 11532
	history = {
		owner = ECU
		add_core_of = ECU
		buildings = {
			infrastructure = 1
			5023 = {
				naval_base = 1
			}
		}
		victory_points = {
			5023 1
		}
	}
	provinces = {
		5023
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: per_focus
Component: PER_retake_afghanistan
Constructs: prerequisite, has_government, completion_reward, is_in_faction, has_army_manpower, is_subject, add_state_claim, create_wargoal
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_retake_afghanistan
	icon = GFX_goal_generic_attack_afghanistan
	cost = 5
	prerequisite = {
		focus = PER_agressive_pan_iranism
	}
	x = -1
	y = 1
	relative_position_id = PER_agressive_pan_iranism
	ai_will_do = {
		factor = 50
		modifier = {
			factor = 4
			has_government = fascism
			date = < 1939.01.01
			AFG = {
				is_in_faction = no
			}
		}
	}
	available = {
		has_army_manpower = {
			size = > 89999
		}
		is_subject = no
		r56_script_i_am_sane = yes
		AFG = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		AFG = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		add_state_claim = 415 1010 1008 1009 267 1011
		create_wargoal = {
			target = AFG
			expire = 0
			type = annex_everything
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: PRC_refitting_bonus
Constructs: has_dlc, removal_cost, refit_speed
Source: game
File: common/ideas/comchina.txt

Code:
PRC_refitting_bonus = {
	name = PRC_dalian_shipbuilding_company_carrier_learners
	picture = generic_the_london_naval_treaty
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	removal_cost = -1
	modifier = {
		refit_speed = 0.15
	}
}
### Entity: Event
Component: AUS_political_events.79
Constructs: is_triggered_only, ai_chance, fire_only_once, add_timed_idea
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.79
	title = AUS_political_events.79.t
	desc = AUS_political_events.79.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.79.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = AUS_political_events.79.a_tt
		effect_tooltip = {
			FROM = {
				add_timed_idea = {
					idea = AUS_aid_austrian_communists
					days = 730
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_ENG_please_invade_iceland_during_operation_fork
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
r56_ENG_please_invade_iceland_during_operation_fork = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war_with = ICE
		has_capitulated = no
		OR = {
			controls_state = 970 971 337
		}
	}
	abort = {
		ICE = {
			OR = {
				NOT = {
					has_war_with = ENG
				}
				has_capitulated = yes
			}
		}
	}
	ai_strategy = {
		type = invade
		id = ICE
		value = 50
	}
}
### Entity: Event
Component: SEA_warlords.69
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, add_political_power, set_global_flag, is_ai, annex_country
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.69
	title = SEA_warlords.69.t
	desc = SEA_warlords.69.desc
	picture = GFX_report_event_chinese_soldiers_running
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = hbc_has_been_dissolved
	}
	option = {
		ai_chance = {
			base = 80
			modifier = {
				factor = 0
				HBC = {
					is_ai = no
				}
			}
		}
		name = SEA_warlords.69.a
		annex_country = {
			target = HBC
			transfer_troops = yes
		}
		HBC = {
			IF = {
				limit = {
					has_character = CHI_song_zheyuan
				}
				CHI_song_zheyuan = {
					set_nationality = ROOT
				}
			} {
				limit = {
					has_character = CHI_wan_fulin
				}
				CHI_wan_fulin = {
					set_nationality = ROOT
				}
			}
		}
		CHI = {
			IF = {
				limit = {
					HBC = {
						is_subject_of = CHI
					}
				}
				add_faction_influence_ratio = 0.05
				IF = {
					limit = {
						HBC = {
							has_autonomy_state = autonomy_sea_integrated_warlord_subject
						}
					}
					add_faction_influence_ratio = 0.1
				}
			}
		}
	} {
		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				HBC = {
					is_ai = yes
				}
				is_historical_focus_on = yes
			}
		}
		name = SEA_warlords.69.b
		add_political_power = 75
	}
}
### Entity: Idea
Component: HUN_volksbund_good
Constructs: stability_factor, war_support_factor, has_government, fascism_drift, conscription_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_volksbund_good = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = fascism
	}
	picture = HUN_the_volksbund_idea
	modifier = {
		stability_factor = 0.05
		war_support_factor = 0.05
		fascism_drift = 0.06
		army_core_defence_factor = 0.05
		conscription_factor = 0.05
	}
}
### Entity: Technology
Component: POL_armor_training_focus
Constructs: research_cost, enable_tactic
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		max_organisation = -1
		default_morale = -0.05
	}
	enable_tactic = tactic_unexpected_thrust
	cavalry = {
		default_morale = 0.05
	}
	motorized = {
		default_morale = 0.05
	}
	mechanized = {
		default_morale = 0.05
	}
	category_all_armor = {
		max_organisation = 1
		default_morale = 0.15
	}
}
### Entity: Event
Component: JUNO_brazil_events.150
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_stability, clr_country_flag, random_owned_controlled_state, has_dynamic_modifier
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.150
	title = JUNO_brazil_events.150.t
	desc = {
		text = JUNO_brazil_events.150.desc.a
		trigger = {
			OR = {
				has_country_flag = BRA_cangaceiro_small_raid_flag BRA_cangaceiro_big_raid_flag
			}
		}
	} {
		text = JUNO_brazil_events.150.desc.b
		trigger = {
			has_country_flag = BRA_cangaceiro_spread_flag
		}
	}
	picture = GFX_report_event_BRA_cangaco
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.150.a
		trigger = {
			has_country_flag = BRA_cangaceiro_small_raid_flag
		}
		ai_chance = {
			base = 1
		}
		add_stability = -0.02
		clr_country_flag = BRA_cangaceiro_small_raid_flag
		hidden_effect = {
			activate_mission = BRA_cangaceiro_mission
		}
	} {
		name = JUNO_brazil_events.150.b
		trigger = {
			has_country_flag = BRA_cangaceiro_big_raid_flag
		}
		ai_chance = {
			base = 1
		}
		add_stability = -0.05
		clr_country_flag = BRA_cangaceiro_big_raid_flag
		hidden_effect = {
			activate_mission = BRA_cangaceiro_mission
		}
	} {
		name = JUNO_brazil_events.150.c
		trigger = {
			has_country_flag = BRA_cangaceiro_spread_flag
		}
		ai_chance = {
			base = 1
		}
		random_owned_controlled_state = {
			limit = {
				OR = {
					state = 937 935 498 936 499
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = BRA_cangaceiro_state
					}
				}
			}
			add_dynamic_modifier = {
				modifier = BRA_cangaceiro_state
			}
		}
		clr_country_flag = BRA_cangaceiro_spread_flag
		hidden_effect = {
			activate_mission = BRA_cangaceiro_mission
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3APath.html

Doc:
/Europa Universalis IV/{{{1}}}

Contents

1 Usage

1.1 OPTIONAL {{{full|}}}

1.2 OPTIONAL {{{custom|}}}

1.3 Shortcuts
### Entity: Character
Component: ALB_midhat_frasheri
Source: game
File: common/characters/ALB.txt

Code:
ALB_midhat_frasheri = {
	advisor = {
		slot = political_advisor
		idea_token = ALB_midhat_frasheri
		allowed = {
			original_tag = ALB
		}
		traits = {
			popular_figurehead
		}
	}
	name = ALB_midhat_frasheri
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_uranium_project
Constructs: prerequisite, has_government, completion_reward, is_subject_of, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_uranium_project
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = SWE_germanify_sweden
	}
	x = -1
	y = 1
	relative_position_id = SWE_germanify_sweden
	cost = 10
	available = {
		is_subject_of = GER
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.25
		}
		add_tech_bonus = {
			name = SWE_ger_swe_nuclear_bonus
			bonus = 0.5
			uses = 1
			category = nuclear
		}
		GER = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
			add_tech_bonus = {
				name = SWE_ger_swe_nuclear_bonus
				bonus = 0.75
				uses = 1
				category = nuclear
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_privatize_national_industries
Constructs: prerequisite, limit, completion_reward, has_country_leader, is_historical_focus_on, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_privatize_national_industries
	icon = GFX_focus_generic_industry_2
	relative_position_id = CHL_establish_corfo
	x = 4
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_establish_corfo CHL_work_towards_laissex_faire
	}
	mutually_exclusive = {
		focus = CHL_low_cost_housing
	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 1.5
			has_country_leader = {
				character = CHL_gustavo_ross_santa_maria
				ruling_only = yes
			}
		} {
			factor = 2
			is_historical_focus_on = yes
		} {
			factor = 0
			has_country_leader = {
				character = CHL_elias_lafertte_gavino
				ruling_only = yes
			}
		}
	}
	available = {
		NOT = {
			has_country_leader = {
				character = CHL_elias_lafertte_gavino
				ruling_only = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				NOT = {
					state = 948
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: CHL_juan_rosetti
Constructs: has_completed_focus, has_country_flag, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_juan_rosetti = {
	name = CHL_juan_rosetti
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_juan_rosetti_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_juan_rosetti
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				CHL_has_left_wing_government = yes
				has_country_leader = {
					ruling_only = yes
					character = CHL_marmaduke_grove
				} {
					ruling_only = yes
					character = CHL_carlos_ibanez
				}
				has_completed_focus = CHL_approach_the_moderates
			}
		}
		visible = {
			OR = {
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				} {
					has_completed_focus = CHL_denounce_the_anarchy
				}
				AND = {
					has_completed_focus = CHL_avenge_the_pacification_of_araucania
					has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				}
			}
		}
		traits = {
			JUNO_socialist_economist
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_troops_destruction
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_troops_destruction
	icon = GFX_goal_generic_CAS
	cost = 10
	prerequisite = {
		focus = VIN_develop_new_fighters
	}
	mutually_exclusive = {
		focus = VIN_buildings_destruction
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = VIN_troops_destruction
				technology = aa_cannon_1 aa_cannon_2
				bonus = 1.0
				uses = 1
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 1.0
				uses = 1
				category = cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 70
	y = 3
}
### Entity: State
Component: state_categories
Source: game
File: common/state_category/megalopolis.txt

Code:
state_categories = {
	megalopolis = {
		local_building_slots = 12
		color = {
			0 240 240
		}
	}
}
### Entity: Unit Template
Component: CZE_GAR_01
Source: game
File: common/units/names_divisions/CZE_names_divisions.txt

Code:
CZE_GAR_01 = {
	name = Garrison Division
	for_countries = {
		CZE
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		CZE_INF_01
	}
	fallback_name = Hraniční oblast %d
	ordered = {
		31 = {
			Hraniční oblast %d BLAŽEJ
		}
		32 = {
			Hraniční oblast %d MIKULÁŠ
		}
		33 = {
			Hraniční oblast %d DOMINIK
		}
		34 = {
			Hraniční oblast %d BOŘIVOJ
		}
		45 = {
			Hraniční oblast %d VÍTĚZSLAV
		}
		36 = {
			Hraniční oblast %d PROKOP
		}
		37 = {
			Hraniční oblast %d FLORIÁN
		}
		38 = {
			Hraniční oblast %d CYRIL
		}
		39 = {
			Hraniční oblast %d RAFAEL
		}
		40 = {
			Hraniční oblast %d MEDARD
		}
		41 = {
			Hraniční oblast %d ALFONS
		}
		42 = {
			Hraniční oblast %d KAROL
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_industrial_expansion
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_industrial_expansion
	icon = GFX_focus_generic_industry_2
	x = -1
	y = 1
	relative_position_id = TRK_reinvigorating_the_economy
	cost = 10
	prerequisite = {
		focus = TRK_reinvigorating_the_economy
	}
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_rebellion
Constructs: prerequisite, completion_reward, is_puppet
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_rebellion
	icon = GFX_goal_generic_revolt
	relative_position_id = VEN_reorganize_the_ARDI
	x = 0
	y = 2
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	available = {
		OR = {
			communism = > 0.35
			democratic = > 0.35
		}
	}
	bypass = {
		is_puppet = yes
	}
	prerequisite = {
		focus = VEN_barranquilla_plan
	} {
		focus = VEN_generation_of_28
	}
	ai_will_do = {
		factor = 90
	}
	completion_reward = {
		country_event = {
			hours = 12
			id = venezuela.33
		}
	}
}