Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: GRE
Component: GRE_misc
Constructs: recruit_character, create_country_leader, limit, add_ideas, remove_ideas, add_opinion_modifier, set_technology, add_political_power
Source: game
File: history/countries/GRE - Greece.txt

Code:
# Misc for GRE
capital = 47
if = {
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = GRE_1936_naval_mtg
	else = {
		set_naval_oob = GRE_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = GRE_1936_air_bba
	set_technology = {
		bba_early_transport_plane = 1
	}
	else = {
		set_air_oob = GRE_1936_air_legacy
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_battery = 1
		basic_cruiser_armor_scheme = 1
		basic_torpedo = 1
		coastal_defense_ships = 1
		pre_dreadnoughts = 1
		mtg_transport = 1
	}
}
{
	limit = {
		has_dlc = Battle for the Bosporus
	}
	recruit_character = GRE_konstantinos_demertzis GRE_nikos_zachariadis GRE_george_mercouris GRE_alexandros_papagos GRE_charalambos_katsimitros GRE_markos_drakos GRE_alexandros_sakellariou GRE_konstantinos_ventiris GRE_nikolaos_plastiras GRE_napoleon_zervas GRE_vasilios_tsarpalis GRE_dimitrios_oikonomou GRE_panagiotis_gazis GRE_nikos_beloyannis GRE_petros_voulgaris GRE_spyridon_avgeris GRE_georgios_tsolakoglou GRE_aris_velouchiotis GRE_epameinondas_kavvadias GRE_marinos_mitralexis GRE_georgios_kosmas GRE_konstantinos_tsaldaris GRE_ioannis_metaxas GRE_markos_vafiadis GRE_aristeidis_dimitratos GRE_xenophon_giosmas GRE_georgios_papandreou GRE_sophoklis_venizelos GRE_dimitris_glinos GRE_aristotle_onassis GRE_dimitrios_holevas GRE_emmanouil_tsouderos GRE_konstantinos_maniadakis GRE_eleftherios_venizelos GRE_theodoros_pangalos GRE_dimitrios_psarros GRE_panagiotis_demestichas GRE_georgios_kosmidis GRE_stylianos_gonatas GRE_king_george_ii
}
{
	limit = {
		NOT = {
			has_dlc = Battle for the Bosporus
		}
	}
	recruit_character = GRE_ioannis_metaxas GRE_markos_vafiadis GRE_konstantinos_tsaldaris GRE_georgios_kosmidis GRE_markos_drakos GRE_nikolaos_plastiras GRE_napoleon_zervas GRE_konstantinos_ventiris GRE_nikos_beloyannis GRE_alexandros_sakell
# ... (truncated)
### Entity: Technology
Component: improved_transport_plane
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		transport_plane_equipment_2
	}
	path = {
		leads_to_tech = strategic_airlifter
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = air_techs_folder
		position = {
			x = 1
			y = 6
		}
	}
	categories = {
		air_equipment transport_planes_cat
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		}
	}
}
### Entity: Idea
Component: CZE_apollo_improved
Constructs: has_completed_focus, limit, has_dlc, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_apollo_improved = {
	name = CZE_apollo
	picture = CZE_apollo
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	visible = {
		has_completed_focus = CZE_merge_the_oil_companies
	}
	available = {
		if = {
			limit = {
				original_tag = CZE
			}
			has_completed_focus = CZE_diversify_refinery_processes
		}
	}
	research_bonus = {
		industry = 0.05
		synth_resources = 0.15
	}
	modifier = {
		production_speed_synthetic_refinery_factor = 0.15
		fuel_gain_factor_from_states = 0.15
		fuel_gain_factor = 0.15
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_victory_or_death_against_communism
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_capitulated, create_wargoal
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_victory_or_death_against_communism
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = TUR_end_the_british_hegemony TUR_punish_french_weakness TUR_integrate_german_officers_into_the_army TUR_taking_over_defense_of_the_gulf
	}
	x = 1
	y = 1
	relative_position_id = TUR_end_the_british_hegemony
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
	}
	historical_ai = {
		always = no
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				has_capitulated = yes
				is_subject = yes
				has_war_with = TUR
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = SOV
		}
	}
}
### Entity: Idea
Component: ARG_no_gods_no_masters_idea
Constructs: war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_no_gods_no_masters_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_no_gods_no_masters
	modifier = {
		war_support_factor = 0.1
		army_attack_factor = 0.1
		supply_consumption_factor = -0.05
		experience_gain_army = 0.2
	}
}
### Entity: Unit Template
Component: ICE_SS_HISTORICAL
Source: game
File: common/units/names_ships/ICE_ship_names.txt

Code:
ICE_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		ICE
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = ICGV 
	fallback_name = Submarine %d
	unique = {

	}
}
### Entity: Idea
Component: EAI_VERY_HARD/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Event
Component: usa.176
Constructs: has_war, has_war_with, fire_only_once
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.176
	fire_only_once = yes
	trigger = {
		tag = USA
		has_war = yes
		has_war_with = GER
		date = > 1939.1.1
	}
	mean_time_to_happen = {
		days = 30
	}
	hidden = yes
	immediate = {
		play_arsenal_of_democracy_effect = yes
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_nationalize_aioc
Constructs: prerequisite, remove_ideas, completion_reward, is_puppet_of, remove_resource_rights
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_nationalize_aioc
	icon = GFX_focus_renounce_the_treaty_of_trianon
	cost = 10
	prerequisite = {
		focus = PER_de_militarize_politics
	}
	available = {
		NOT = {
			is_puppet_of = ENG
		}
	}
	x = 1
	y = 1
	relative_position_id = PER_de_militarize_politics
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		remove_ideas = PER_anglo_iranian_oil_company
		ENG = {
			remove_resource_rights = 413
		}
	}
	search_filters = {
		FOCUS_FILTER_OIL
	}
}
### Entity: Character
Component: EGY_ahmad_smail_ali
Source: game
File: common/characters/EGY.txt

Code:
EGY_ahmad_smail_ali = {
	name = Ahmad Ismail Ali
	portraits = {
		army = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Ahmad_Smail_Ali.dds
			small = GFX_idea_EGY_abdel_moneim_amin
		}
	}
	advisor = {
		slot = army_chief
		idea_token = EGY_ahmad_smail_ali
		ledger = army
		allowed = {
			original_tag = EGY
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_officer inflexible_strategist
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 6994
	}
}
### Entity: Scripted Trigger
Component: ITA_is_southern_designer_improved
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_southern_designer_improved = {
	custom_trigger_tooltip = {
		tooltip = ITA_southern_designer_improved_tt
		hidden_trigger = {
			always = yes
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_bring_terror_to_the_vital_trade_routes_r56
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_bring_terror_to_the_vital_trade_routes_r56
	icon = GFX_goal_generic_navy_anti_submarine
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = RAJ_kickstart_a_submarine_program_r56
	mutually_exclusive = {
		focus = RAJ_diversify_the_fleet_r56
	}
	prerequisite = {
		focus = RAJ_kickstart_a_submarine_program_r56
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_bring_terror_to_the_vital_trade_routes_r56
			bonus = 0.75
			uses = 1
			category = ss_tech
		} {
			name = RAJ_bring_terror_to_the_vital_trade_routes_r56
			bonus = 0.75
			uses = 2
			technology = basic_submarine_snorkel improved_submarine_snorkel
			category = cat_torpedoes
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = RAJ_submarine_primacy_r56
	}
}
### Entity: Military Industrial Organization
Component: SOV_sevastopol_marine_plant_organization
Constructs: has_completed_focus, has_country_flag, add_trait, has_dlc, has_full_control_of_state, set_country_flag, add_tech_bonus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/SOV_organization.txt

Code:
SOV_sevastopol_marine_plant_organization = {
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_SOV_sevastopol_marine_plant
	allowed = {
		original_tag = SOV
	}
	tree_header_text = {
		text = mio_header_protection
		x = 3
	} {
		text = mio_header_weapons
		x = 7
	}
	override_trait = {
		token = generic_mio_trait_foam_fire_extinguishers
		position = {
			x = 4
			y = 0
		}
		relative_position_id = generic_mio_trait_heavy_armored_hull
	} {
		token = generic_mio_trait_counter_flooding_system
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_isolated_firemains
	}
	add_trait = {
		token = SOV_mio_trait_merge_mariupol_plant
		name = SOV_merge_ship_plant_4_black_sea
		icon = GFX_generic_mio_trait_icon_mines
		special_trait_background = yes
		position = {
			x = @ship_1_X
			y = @ship_1_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
			has_dlc = Man the Guns
		}
		available = {
			FROM = {
				has_full_control_of_state = 227
			} {
				has_completed_focus = SOV_merge_naval_plants
			} {
				NOT = {
					has_country_flag = SOV_merge_mariupol_plant_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = SOV_merge_mariupol_plant_flag
				add_tech_bonus = {
					name = SOV_merge_ship_plant_2_baltic
					bonus = 1
					uses = 1
					category = naval_mines
				}
			}
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_cruiser
		}
		production_bonus = {
			production_cost_factor = @ship_production_capacity_factor
		}
		equipment_bonus = {
			mines_planting = @ship_mines_planting
		}
	} {
		token = SOV_mio_trait_merge_mariupol_plant_no_mtg
		name = SOV_merge_ship_plant_4_black_sea
		icon = GFX_generic_mio_trait_icon_mines
		special_trait_background = yes
		position = {
			x = @ship_1_X
			y = @ship_1_Y
		}
		visible = {
			FROM = {
				original_tag = SOV
			}
			NOT = {
				has_dlc = Man the Guns
			}
		}
		available = {
			FROM = {
				has_full_control_of_state = 227
			} {
				has_completed_focus = SOV_merge_naval_plants
			} {
				NOT = {
					has_country_flag = SOV_merge_mariupol_plant_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = SOV_merge_mariupol_plant_flag
			}
		}
		limit_to_equipment_type = 
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_15
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_15 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 15
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 15
	}
}
### Entity: Idea
Component: VIC_jean_francois_darlan
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_jean_francois_darlan = {
	picture = generic_navy_europe_1
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: germany.100
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, set_global_flag, has_global_flag, add_state_claim
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.100
	title = germany.100.t
	desc = germany.100.d
	picture = GFX_report_event_german_inspect_troops
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 5
		}
		name = germany.100.a
		if = {
			limit = {
				GRE = {
					controls_state = 731
				}
			}
			set_global_flag = GER_second_ljubljana_award_BUL_731
		} {
			limit = {
				GRE = {
					controls_state = 184
				}
			}
			set_global_flag = GER_second_ljubljana_award_BUL_184
		} {
			limit = {
				OR = {
					has_global_flag = GER_second_ljubljana_award_ITA_done
					NOT = {
						has_global_flag = GER_second_ljubljana_award_ITA_event
					}
				}
			}
			GRE = {
				country_event = {
					id = greece.2
					hours = 12
				}
			}
		}
		BUL = {
			add_state_claim = 731 184
		} {
			add_opinion_modifier = {
				target = GER
				modifier = GER_second_ljubljana_award_GER
			}
		}
		set_global_flag = GER_second_ljubljana_award_BUL_done
	} {
		name = germany.100.b
		ai_chance = {
			base = 0
		}
		BUL = {
			add_opinion_modifier = {
				target = GER
				modifier = GER_second_ljubljana_award_noland
			}
		}
		set_global_flag = GER_second_ljubljana_award_BUL_done
	}
}
### Entity: Event
Component: news.624
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.624
	title = news.624.t
	desc = news.624.desc
	picture = GFX_news_event_hitler_handshake
	major = yes
	is_triggered_only = yes
	option = {
		name = news.624.a
	}
}
### Entity: Idea
Component: PRC_eastern_expedition_idea
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_eastern_expedition_idea = {
	picture = MEX_revolutionary_army
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	targeted_modifier = {
		tag = SHX
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Event
Component: AAT_norway.15
Constructs: is_triggered_only, ai_chance, fire_only_once, is_historical_focus_on, set_country_flag
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.15
	title = AAT_norway.15.t
	desc = AAT_norway.15.desc
	picture = GFX_report_event_NOR_Nasjonal_samling_rally
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_norway.15.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		trigger = {

		}
		set_country_flag = NOR_switched_to_fasc_hist
		NOR_start_fascist_civil_war = yes
		custom_effect_tooltip = NOR_switch_to_fascist_TT
	} {
		name = AAT_norway.15.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		custom_effect_tooltip = NOR_stay_democratic_TT
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_from_the_ashes
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_from_the_ashes
	icon = GFX_focus_AFG_from_the_ashes
	prerequisite = {
		focus = AFG_custail_pashtunwali_primacy
	}
	x = -4
	y = 1
	relative_position_id = AFG_custail_pashtunwali_primacy
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = AFG_from_the_ashes
			days = 365
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_the_canadian_corridor
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_controlled_by, is_owned_by, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_the_canadian_corridor
	icon = GFX_goal_generic_position_armies
	x = 1
	y = 2
	prerequisite = {
		focus = USA_manifest_destiny
	}
	relative_position_id = USA_war_powers_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			owns_state = 473 471 864
		}
	}
	bypass = {
		AND = {
			473 = {
				OR = {
					is_controlled_by = ROOT
					is_owned_by = ROOT
					OWNER = {
						has_war_with = ROOT
					} {
						is_subject_of = ROOT
					}
				}
			}
			471 = {
				OR = {
					is_controlled_by = ROOT
					is_owned_by = ROOT
					OWNER = {
						has_war_with = ROOT
					} {
						is_subject_of = ROOT
					}
				}
			}
			864 = {
				OR = {
					is_controlled_by = ROOT
					is_owned_by = ROOT
					OWNER = {
						has_war_with = ROOT
					} {
						is_subject_of = ROOT
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		473 = {
			CONTROLLER = {
				country_event = mtg_usa_canadian_corridor.1
			}
		}
	}
}
### Entity: Idea
Component: EGY_nccr
Source: game
File: common/ideas/egypt.txt

Code:
EGY_nccr = {
	picture = generic_navy_arab_2
	allowed = {
		original_tag = EGY
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: KMT_nanjing_decade_2_b
Constructs: has_completed_focus, research_speed_factor, stability_factor, production_speed_buildings_factor, removal_cost, has_idea, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_nanjing_decade_2_b = {
	name = KMT_nanjing_decade
	removal_cost = -1
	picture = generic_mild_economic_recovery
	allowed = {
		always = no
	}
	available = {
		AND = {
			controls_state = 1114
			OR = {
				has_idea = civilian_economy low_economic_mobilisation
				AND = {
					has_idea = partial_economic_mobilisation
					has_completed_focus = KMT_finalize_war_preparations
				}
			}
			surrender_progress = < 0.1
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.1
		stability_factor = 0.1
		neutrality_drift = 0.03
		research_speed_factor = 0.05
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: Idea
Component: SIA_united_modernization_front_r56
Constructs: stability_factor, has_country_leader, removal_cost, fascism_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_united_modernization_front_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		NOT = {
			has_country_leader = {
				character = SIA_plaek_phibunsongkhram
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	picture = influx_of_exiles
	modifier = {
		political_power_factor = -0.1
		fascism_drift = -0.01
		stability_factor = 0.08
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		grant_medal_cost_factor = -0.15
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_start_rearmament
Constructs: has_completed_focus, every_owned_state, limit, completion_reward, has_hide_rule, has_capitulated, is_fully_controlled_by, is_core_of
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_start_rearmament
	icon = GFX_focus_generic_combined_arms
	x = 20
	y = 0
	relative_position_id = NOR_the_stumbling_storting
	offset = {
		x = -38
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_a_resurgent_labor_movement
		}
	} {
		x = -29
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_vote_of_no_confidence
		}
	} {
		x = -20
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_continue_nygaardsvold_government
		}
	} {
		x = -8
		y = 0
		trigger = {
			has_hide_rule = yes
			OR = {
				has_completed_focus = NOR_lurk_in_the_shadows NOR_the_chamberlains_overture
			}
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_compromise_with_the_nkp
		}
	}
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	bypass = {
		has_capitulated = yes
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Unit Template
Component: SLO_MOT_01
Source: game
File: common/units/names_divisions/SLO_names_divisions.txt

Code:
SLO_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		SLO
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		SLO_INF_01
	}
	fallback_name = %d. Motostrelecká Divize
	ordered = {
		1 = {
			%d. Motostrelecká Divize
		}
		2 = {
			%d. Motostrelecká Divize
		}
		3 = {
			%d. Motostrelecká Divize
		}
		4 = {
			%d. Motostrelecká Divize
		}
		5 = {
			%d. Motostrelecká Divize
		}
		6 = {
			%d. Motostrelecká Divize
		}
		7 = {
			%d. Motostrelecká Divize
		}
		8 = {
			%d. Motostrelecká Divize
		}
		9 = {
			%d. Motostrelecká Divize
		}
		10 = {
			%d. Motostrelecká Divize
		}
	}
}
### Entity: State History
Component: 383
Constructs: add_core_of
Source: game
File: history/states/383-Kansas.txt

Code:
state = {
	id = 383
	name = STATE_383
	manpower = 1880998
	resources = {
		oil = 18
		coal = 4
	}
	state_category = city
	history = {
		owner = USA
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
		}
		add_core_of = USA
		1939.1.1 = {
			buildings = {
				arms_factory = 2
			}
		}
		victory_points = {
			4740 3
		} {
			7834 1
		}
	}
	provinces = {
		1352 1753 4586 4740 4757 4811 4814 4871 7834 7892 9802 10340 10532 12024 12513
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_celebrate_the_great_trek
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_celebrate_the_great_trek
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = SAF_support_the_afrikaner_broederbond
	}
	x = 1
	y = 2
	relative_position_id = SAF_support_the_afrikaner_broederbond
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Modding Documentation
Construct: Refractions
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Draw.Refractions
* Type: Boolean
* Not available in release build