Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: HUN_remove_trianon_effect
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/HUN_scripted_effects.txt

Code:
HUN_remove_trianon_effect = {
	IF = {
		limit = {
			OR = {
				has_idea = HUN_treaty_of_triannon_wuw HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_wuw_no_air_or_army_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff HUN_bled_agreement_wuw
			}
		}
		IF = {
			limit = {
				has_idea = HUN_treaty_of_triannon_wuw
			}
			remove_ideas = HUN_treaty_of_triannon_wuw
		}
		ELSE_IF = {
			limit = {
				has_idea = HUN_treaty_of_triannon_aat_wuw
			}
			remove_ideas = HUN_treaty_of_triannon_aat_wuw
		} {
			limit = {
				has_idea = HUN_treaty_of_triannon_wuw_no_army_exp_debuff
			}
			remove_ideas = HUN_treaty_of_triannon_wuw_no_army_exp_debuff
		} {
			limit = {
				has_idea = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff
			}
			remove_ideas = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff
		} {
			limit = {
				has_idea = HUN_treaty_of_triannon_wuw_no_air_debuff
			}
			remove_ideas = HUN_treaty_of_triannon_wuw_no_air_debuff
		} {
			limit = {
				has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_debuff
			}
			remove_ideas = HUN_treaty_of_triannon_aat_wuw_no_air_debuff
		} {
			limit = {
				has_idea = HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
			}
			remove_ideas = HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
		} {
			limit = {
				has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
			}
			remove_ideas = HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
		} {
			limit = {
				has_idea = HUN_bled_agreement_wuw
			}
			remove_ideas = HUN_bled_agreement_wuw
		}
	}
}
### Entity: Event
Component: liechtenstein.36
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.36
	picture = GFX_report_event_czech_soldiers_01
	title = liechtenstein.36.t
	desc = liechtenstein.36.desc
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.36.a
		custom_effect_tooltip = LIE_FROM_will_join_us generic_skip_one_line_tt
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
	}
}
### Entity: Technology
Component: improved_submarine_mine_laying
Constructs: research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 2
	start_year = 1940
	submarine = {
		mines_planting = 0.2
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 2
			y = 13
		}
	}
	ai_will_do = {
		factor = 1.5
		modifier = {
			OR = {
				tag = GER USA ENG SOV
			}
			factor = 6
		}
	}
	categories = {
		naval_mines naval_minelaying naval_equipment ship_modules_tech mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: sweden_soviet.31
Constructs: is_triggered_only, limit, annex_country, every_state, is_core_of, add_compliance
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_soviet.31
	title = sweden_soviet.31.t
	desc = sweden_soviet.31.d
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = sweden_soviet.31.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		every_state = {
			limit = {
				is_core_of = FROM
			}
			add_compliance = 30
		}
	}
}
### Entity: Event
Component: kmt.130
Constructs: is_triggered_only, ai_chance, add_political_power, send_embargo, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.130
	title = kmt.130.t
	desc = kmt.130.d
	is_triggered_only = yes
	picture = GFX_report_event_soviet_purge_trial
	option = {
		name = kmt.130.a
		ai_chance = {
			base = 60
		}
		send_embargo = FROM
		custom_effect_tooltip = embargo_relation_tt
	} {
		name = kmt.130.b
		ai_chance = {
			base = 30
		}
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
	} {
		name = kmt.130.c
		ai_chance = {
			base = 10
		}
		add_political_power = -50
	}
}
### Entity: Military Industrial Organization
Component: AST_ruwolt_charles_pty_ltd_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/AST_r56_organization.txt

Code:
AST_ruwolt_charles_pty_ltd_organization = {
	name = Ruwolt Charles Pty Ltd.
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_2
	allowed = {
		original_tag = AST
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}
### Entity: Idea
Component: CHI_famine
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_famine = {
	picture = raj_risk_of_famine
	cancel = {

	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
		stability_weekly = -0.003
		political_power_cost = 0.25
		consumer_goods_factor = 0.5
		monthly_population = -0.5
		weekly_manpower = -250
		command_power_gain_mult = -0.25
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_support_the_lkma
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_research_slot
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_support_the_lkma
	icon = GFX_focus_research
	relative_position_id = LIT_roman_recognition
	x = -2
	y = 0
	cost = 10
	prerequisite = {
		focus = LIT_kings_party LIT_cooperate_with_the_conservatives LIT_restore_constitutionalism
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		has_full_control_of_state = 11
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_air_defence_fortifications
Constructs: prerequisite, limit, completion_reward, is_special_project_completed, random_owned_controlled_state, is_core_of, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_air_defence_fortifications
	icon = GFX_goal_fortify_city_AA
	prerequisite = {
		focus = SWE_swedish_defence_act
	}
	relative_position_id = SWE_swedish_defence_act
	x = 2
	y = 1
	cost = 10
	available = {
		is_special_project_completed = sp:sp_air_radar
		num_of_controlled_states = > 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = anti_air_building
					size = > 1
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				140
			}
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = anti_air_building
					size = > 1
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				138
			}
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = anti_air_building
					size = > 1
					include_locked = no
				} {
					building = radar_station
					size = > 1
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				141
			}
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = radar_station
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: NSB_soviet_communist_civil_war.002
Constructs: is_triggered_only, has_completed_focus, division_template, limit, has_global_flag, has_character, retire_character, every_other_country
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_communist_civil_war.002
	title = NSB_soviet_communist_civil_war.002.t
	desc = NSB_soviet_communist_civil_war.002.desc
	picture = GFX_report_event_soviet_tank_parade
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_global_flag = SOV_soviet_civil_war
		}
	}
	option = {
		name = NSB_soviet_communist_civil_war.002.a
		trigger = {
			has_character = SOV_nikolay_bukharin
		}
		SOV_promote_to_country_leader_bukharin = yes
		retire_character = SOV_lavrenty_beriya
		hidden_effect = {
			every_other_country = {
				news_event = {
					id = nsb_news.12
					hours = 8
				}
			}
		}
		set_division_template_lock = {
			division_template = NKVD Pogranichnaya Diviziya
			is_locked = no
		}
	} {
		name = NSB_soviet_communist_civil_war.002.b
		trigger = {
			has_character = SOV_aleksey_rykov
		}
		SOV_promote_to_country_leader_rykov = yes
		retire_character = SOV_lavrenty_beriya
		hidden_effect = {
			every_other_country = {
				news_event = {
					id = nsb_news.12
					hours = 8
				}
			}
		}
		set_division_template_lock = {
			division_template = NKVD Pogranichnaya Diviziya
			is_locked = no
		}
	} {
		name = NSB_soviet_communist_civil_war.002.c
		trigger = {
			AND = {
				NOT = {
					has_character = SOV_nikolay_bukharin
				} {
					has_character = SOV_aleksey_rykov
				}
				OR = {
					NOT = {
						has_character = SOV_grigory_zinovyev
					} {
						has_completed_focus = SOV_align_the_zinovyevites
					}
				} {
					NOT = {
						has_character = SOV_lev_kamenev
					} {
						has_completed_focus = SOV_align_the_zinovyevites
					}
				}
			}
		}
		IF = {
			limit = {
				any_unit_leader = {
					has_trait = trait_SOV_bukharinist
				}
			}
			ROOT = {
				random_unit_leader = {
					limit = {
						has_trait = trait_SOV_bukharinist
					}
					add_country_leader_role = {
						country_leader = {
							ideology = marxism
							traits = {

							}
							expire = 1965.1.1.1
						}
						promote_leader = yes
					}
				}
			}
		}
		ELSE = {
			ROOT = {
				random_unit_leader = {
					limit = {
						NOT = {
							has_trait = trait_SOV_stalinist
						}
					}
					add_country_leader_role = {
						country_leader = {
							ideology = marxism
							traits = {

							}
							expire = 1965.1.1.1
						}
						promote_leader = yes
					}
				}
			}
		}
		hidden_effect = {
			random_list = {
				20 = {
					SOV = {
						add
# ... (truncated)
### Entity: Modifier Reference
Construct: autonomy
Constructs: autonomy, autonomy_gain
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## Modifiers for scope autonomy

* [autonomy_gain](#autonomy_gain)
* [autonomy_gain_global_factor](#autonomy_gain_global_factor)
* [autonomy_gain_ll_to_overlord](#autonomy_gain_ll_to_overlord)
* [autonomy_gain_ll_to_overlord_factor](#autonomy_gain_ll_to_overlord_factor)
* [autonomy_gain_ll_to_subject](#autonomy_gain_ll_to_subject)
* [autonomy_gain_ll_to_subject_factor](#autonomy_gain_ll_to_subject_factor)
* [autonomy_gain_trade](#autonomy_gain_trade)
* [autonomy_gain_trade_factor](#autonomy_gain_trade_factor)
* [autonomy_gain_warscore](#autonomy_gain_warscore)
* [autonomy_gain_warscore_factor](#autonomy_gain_warscore_factor)
* [autonomy_manpower_share](#autonomy_manpower_share)
* [autonomy_manpower_share_from_subjects](#autonomy_manpower_share_from_subjects)
* [can_master_build_for_us](#can_master_build_for_us)
* [cic_to_overlord_factor](#cic_to_overlord_factor)
* [extra_trade_to_overlord_factor](#extra_trade_to_overlord_factor)
* [license_subject_master_purchase_cost](#license_subject_master_purchase_cost)
* [master_build_autonomy_factor](#master_build_autonomy_factor)
* [mic_to_overlord_factor](#mic_to_overlord_factor)
* [overlord_trade_cost_factor](#overlord_trade_cost_factor)
* [resources_to_overlord_factor](#resources_to_overlord_factor)
* [subjects_autonomy_gain](#subjects_autonomy_gain)
### Entity: National Focus
Tree: fin_focus
Component: FIN_reach_out_to_scandinavia
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, every_other_country, add_ai_strategy
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_reach_out_to_scandinavia
	icon = GFX_focus_generic_nordic_territory
	prerequisite = {
		focus = FIN_finnish_neutrality
	}
	x = 0
	y = 1
	relative_position_id = FIN_finnish_neutrality
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NORDIC_is_nordic = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = FIN_nordic_amity
			}
			ROOT = {
				add_opinion_modifier = {
					target = PREV
					modifier = FIN_nordic_amity
				}
			}
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					NORDIC_is_nordic = yes
					NOT = {
						has_war_with = ROOT
					}
				}
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 25
				}
				ROOT = {
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 25
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: MEN
Component: MEN_technology
Constructs: set_technology
Source: game
File: history/countries/MEN - Mengkukuo.txt

Code:
# Starting Technologies for MEN
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
	tech_support = 1
	gw_artillery = 1
}
### Entity: Character
Component: UGA_ncm
Source: game
File: common/characters/UGA.txt

Code:
UGA_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = UGA_ncm
		allowed = {
			original_tag = UGA
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Decision
Component: ITA_diplomacy_balkan_decision_category
Constructs: has_completed_focus, is_subject
Source: game
File: common/decisions/categories/ITA_decision_categories.txt

Code:
ITA_diplomacy_balkan_decision_category = {
	icon = generic_foreign_policy
	allowed = {
		original_tag = ITA
	}
	priority = 8
	visible = {
		OR = {
			has_completed_focus = ITA_balkan_ambition ITA_potential_allies_in_the_balkans
		}
		any_country = {
			BUL_is_balkan_nation = yes
			exists = yes
		}
		is_subject = no
	}
}
### Entity: Event
Component: BBA_swiss_expansion.10
Constructs: is_triggered_only, ai_chance, annex_country, every_core_state, add_core_of
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.10
	title = BBA_swiss_expansion.10.t
	desc = BBA_swiss_expansion.10.desc
	picture = GFX_report_event_SWI_cantons_flags_soldiers
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.10.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		FROM = {
			every_core_state = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Event
Component: EAI_DM_W.10
Constructs: limit, has_government, every_country, has_war_with, has_country_flag, is_ai, has_variable, is_on_continent
Source: game
File: events/EAI_war_justification.txt

Code:
country_event = {
	id = EAI_DM_W.10
	hidden = yes
	mean_time_to_happen = {
		days = 90
	}
	trigger = {
		tag = GER
		is_ai = yes
		date = > 1941.1.1
		NOT = {
			has_variable = EAI_wardec_script_target
		} {
			surrender_progress = > 0.1
			any_home_area_neighbor_country = {
				has_war_with = ROOT
				any_of_scopes = {
					array = controlled_states
					is_on_continent = europe
				}
			}
		} {
			any_country = {
				OR = {
					has_country_flag = EAI_prepare_for_war_from_@PREV EAI_declare_war_from_@PREV
				}
			}
		}
		has_manpower = > 250000
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		} {
			has_government = fascism communism
		}
		ROOT = {
			has_capitulated = no
			exists = yes
			is_subject = no
		}
		any_country = {
			EAI_is_threat = yes
			NOT = {
				has_war_with = ROOT
			} {
				ROOT = {
					has_opinion = {
						target = PREV
						value = > 50
					}
				}
			}
			strength_ratio = {
				tag = ROOT
				ratio = < 0.5
			}
			ic_ratio = {
				tag = ROOT
				ratio = < 1.0
			}
			check_variable = {
				num_divisions = < Root.num_divisions
			}
		}
		SOV = {
			NOT = {
				EAI_is_threat = yes
			}
		}
		FRA = {
			NOT = {
				EAI_is_threat = yes
			}
		}
		POL = {
			NOT = {
				EAI_is_threat = yes
			}
		}
	}
	immediate = {
		every_country = {
			limit = {
				EAI_is_threat = yes
				NOT = {
					has_war_with = ROOT
				} {
					ROOT = {
						has_opinion = {
							target = PREV
							value = > 50
						}
					}
				}
				strength_ratio = {
					tag = ROOT
					ratio = < 0.5
				}
				ic_ratio = {
					tag = ROOT
					ratio = < 1.0
				}
				check_variable = {
					num_divisions = < Root.num_divisions
				}
			}
			add_to_temp_array = {
				array = justification_targets
				value = THIS.id
			}
		}
		if = {
			limit = {
				any_of_scopes = {
					array = justification_targets
					is_neighbor_of = ROOT
				}
			}
			random_scope_in_array = {
				array = justification_targets
				limit = {
					is_neighbor_of = ROOT
				}
				add_to_array = {
					ROOT.EAI_prepare_for_war_targets = THIS.id
				}
				set_country_flag = {
					flag = EAI_prepare_for_war_from_@ROOT
					value = 1
					days = 365
				}
				ROOT = {
					set_variable = {
						EAI_wardec_script_target = PREV.id
					}
				}
				if = {
					limit = {
						has_country_flag = EAI_war_justification_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | R
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_foreign_military_advisors
Constructs: prerequisite, completion_reward, add_to_variable, add_timed_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_foreign_military_advisors
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = AFG_expand_academy
	}
	x = 0
	y = 1
	relative_position_id = AFG_expand_academy
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = AFG_nufus_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			AFG_experience_gain_army_factor = 0.1
			tooltip = experience_gain_army_factor_tt
		}
		add_timed_idea = {
			idea = AFG_foreign_advisors_present
			days = 365
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_princes_4
Constructs: prerequisite, completion_reward, is_subject, add_popularity, set_cosmetic_tag, set_party_name, add_country_leader_role, set_politics
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_princes_4
	icon = GFX_focus_rom_royal_dictatorship
	ai_will_do = {
		factor = 2
	}
	x = 18
	y = 5
	mutually_exclusive = {
		focus = MAL_the_princes_5 MAL_the_princes_4_a
	}
	prerequisite = {
		focus = MAL_the_princes_3
	}
	available = {
		is_subject = no
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		set_cosmetic_tag = MAL_monarchy
		set_party_name = {
			ideology = neutrality
			long_name = MAL_monarchy_party_long
			name = MAL_monarchy_party_long
		}
		add_country_leader_role = {
			character = MAL_tunku_abdul_rahman
			promote_leader = yes
			country_leader = {
				ideology = absolute_monarchism
				expire = 1965.1.1.1
			}
		}
		set_politics = {
			ruling_party = neutrality
		}
		swap_ideas = {
			remove_idea = MAL_political_idea_fascism
			add_idea = MAL_political_idea_monarchism
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: EAI_is_island_state
Constructs: is_in_array
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_is_island_state = {
	is_in_array = {
		global.EAI_MAP_island_states = THIS.id
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_develop_the_angolan_interior
Constructs: prerequisite, limit, completion_reward, every_controlled_state, is_core_of, add_compliance, add_resistance, add_building_construction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_develop_the_angolan_interior
	prerequisite = {
		focus = POR_strengthen_the_colonial_administration
	}
	icon = GFX_focus_generic_africa_infrastructure
	cost = 10
	x = -2
	y = 2
	relative_position_id = POR_strengthen_the_colonial_administration
	available = {
		540 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		every_controlled_state = {
			limit = {
				is_core_of = ANG
			}
			add_compliance = 5
			add_resistance = -5
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		if = {
			limit = {
				796 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			796 = {
				add_resource = {
					type = oil
					amount = 4
				}
			}
		} {
			limit = {
				892 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			892 = {
				add_resource = {
					type = steel
					amount = 8
				}
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		540 = {
			add_resource = {
				type = oil
				amount = 2
			} {
				type = steel
				amount = 11
			}
			add_building_construction = {
				type = naval_base
				level = 1
				province = 8248
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESOURCES
	}
}