Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_USA_air_production
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_air_production = {
	allowed = {
		tag = USA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 130
	}
}
### Entity: AI Strategy
Component: NOR_r56_fascist_plan
Constructs: has_government, has_country_flag, has_global_flag, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/NOR_r56_alternate_strategy_plan.txt

Code:
NOR_r56_fascist_plan = {
	name = NOR: Norway Fascist AI Plan
	desc = Alternate fascist behavior for Norway.
	allowed = {
		original_tag = NOR
	}
	enable = {
		NOT = {
			has_global_flag = NOR_use_DLC_tree
		}
		OR = {
			has_country_flag = NOR_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = NOR_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {
		AND = {
			is_puppet = yes
			NOT = {
				has_government = fascism
			}
		}
	}
	ai_national_focuses = {
		NOR_til_dovre_faller NOR_reject_constitutional_monarchy NOR_support_radical_nationalism
	}
	focus_factors = {
		NOR_til_dovre_faller = 5
		NOR_traditions_and_monarchy = 0
		NOR_reject_constitutional_monarchy = 50
		NOR_support_radical_nationalism = 15
		NOR_support_radical_socialism = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: Tiro de Guerra - Rio de Janeiro
Constructs: division_template
Source: game
File: history/units/BRA_atacado.txt

Code:
division = {
	name = Tiro de Guerra - Rio de Janeiro
	location = 10980
	division_template = Divisão de Cavalaria 2
	start_experience_factor = 0.5
	start_equipment_factor = 1
}
### Entity: Modifier Reference
Component: AFG_economic_regionalism
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
AFG_economic_regionalism = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_BRA_neglected_state
	state_production_speed_buildings_factor = AFG_state_development_production_speed
	state_resources_factor = AFG_state_development_state_resources_factor
	state_production_speed_infrastructure_factor = AFG_state_production_speed_infrastructure_factor
	remove_trigger = {
		NOT = {
			OWNER = {
				original_tag = AFG
			}
		}
	}
}
### Entity: Character
Component: UGA_aco2
Source: game
File: common/characters/UGA.txt

Code:
UGA_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = UGA_aco2
		allowed = {
			original_tag = UGA
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_scout_plane
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_scout_plane
* description: Total produced equipment of typescout_plane
### Entity: Achievement
Component: listen_carefully
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
listen_carefully = {
	id = 101
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = listen_carefully_tt
			has_country_flag = achievement_listen_carefully_flag
		}
	}
}
### Entity: Idea
Component: r56_USA_world_loco_motive_works
Constructs: has_government, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_USA_world_loco_motive_works = {
	picture = man_five_year_plan_industry
	allowed = {
		always = no
		has_government = democratic
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_expand_influence_into_greater_steppe
Constructs: prerequisite, limit, completion_reward, is_subject, every_state, set_state_flag, add_to_array
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_expand_influence_into_greater_steppe
	icon = GFX_goal_camelry
	x = 2
	y = 1
	relative_position_id = MON_oppose_soviet_colonialism
	cost = 10
	prerequisite = {
		focus = MON_oppose_soviet_colonialism
	}
	available = {
		is_subject = no
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		custom_effect_tooltip = MON_allows_infiltration_greater_steppe
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						region = 136
						state = 406 407
					}
				}
				set_state_flag = MON_infiltration_level_0
				add_to_array = {
					global.r56_anti_soviet_support = THIS.id
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_appraoch_anti_communist_theologians
Constructs: prerequisite, limit, completion_reward, every_state, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_appraoch_anti_communist_theologians
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	prerequisite = {
		focus = AFG_support_nort_west_frontier_rebels
	}
	x = 0
	y = 1
	relative_position_id = AFG_support_nort_west_frontier_rebels
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = AFG_alliance_with_turkik_peoples_tt generic_skip_one_line_tt
		every_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = AFG_disgruntled_minority
				}
			}
			remove_dynamic_modifier = {
				modifier = AFG_disgruntled_minority
			}
		}
	}
}
### Entity: Character
Component: CMR_awt
Source: game
File: common/characters/CMR.txt

Code:
CMR_awt = {
	advisor = {
		slot = theorist
		idea_token = CMR_awt
		ledger = air
		allowed = {
			original_tag = CMR
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_flexible_navy
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_flexible_navy
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = SLO_naval_effort
	}
	mutually_exclusive = {
		focus = SLO_large_navy
	}
	relative_position_id = SLO_naval_effort
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = sub_op_bonus
			cost_reduction = 0.5
			uses = 2
			category = submarine_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: BUL_zveno_high_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_zveno_high_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_zveno_tt BUL_high_loyalty_increase_tt
	add_to_variable = {
		BUL_zveno_loyalty = BUL_faction_high_increase
	}
	clamp_variable = {
		var = BUL_zveno_loyalty
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_bolshevik_reconciliation
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_bolshevik_reconciliation
	icon = GFX_focus_chi_mission_to_the_soviet_union
	relative_position_id = AUS_democracy_worth_defending
	x = 2
	y = 1
	available = {
		is_subject = no
		is_in_faction = no
		any_country = {
			NOT = {
				has_war_with = AUS
			}
			is_major = yes
			is_faction_leader = yes
			has_government = communism
		}
	}
	prerequisite = {
		focus = AUS_democracy_worth_defending
	}
	mutually_exclusive = {
		focus = AUS_danubian_defensive_pact AUS_join_the_west
	}
	cost = 5
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_get_project_inputs_provincial
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_get_project_inputs_provincial = {
	set_temp_variable = {
		_project_building_type = tmp_project_building_type
	} {
		_project_target_level = tmp_project_target_level
	} {
		_project_queue_num = tmp_project_queue_num
	} {
		_project_priority = tmp_project_priority
	} {
		_project_type_id = tmp_project_type_id
	} {
		_project_cancel_unbuildable = tmp_project_cancel_unbuildable
	} {
		_project_replace_shared = tmp_project_replace_shared
	} {
		_project_build_for_ally = tmp_project_build_for_ally
	} {
		_project_queue_max = tmp_project_queue_max
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SSD_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12800
	division_template = Irregular Public Force
	start_experience_factor = 0.1
	start_equipment_factor = 0.28
}
### Entity: State History
Component: 581
Constructs: add_core_of
Source: game
File: history/states/581-Northern Urals.txt

Code:
state = {
	id = 581
	name = STATE_581
	manpower = 48831
	state_category = pastoral
	resources = {
		chromium = 40
		aluminium = 27
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV KOM
	}
	provinces = {
		10551 10677 11098 12393 12502
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: ITA_albania_war_goal
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_albania_war_goal = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_albanian_occupation
		country_exists = ALB
	}
	abort = {
		NOT = {
			country_exists = ALB
		}
	}
	ai_strategy = {
		type = antagonize
		id = ALB
		value = 200
	}
}
### Entity: Character
Component: UAE_acd2
Source: game
File: common/characters/UAE.txt

Code:
UAE_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = UAE_acd2
		allowed = {
			original_tag = UAE
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Character
Component: MOL_acd2
Source: game
File: common/characters/MOL.txt

Code:
MOL_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = MOL_acd2
		allowed = {
			original_tag = MOL
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MOL_acd2
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: AI Strategy
Component: default_spyplanes_production
Constructs: is_major, has_tech
Source: game
File: common/ai_strategy/default.txt

Code:
default_spyplanes_production = {
	enable = {
		OR = {
			has_tech = scout_plane1 photo_reconnaisance
		}
		is_major = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = scout_plane
		value = -99
	} {
		type = equipment_production_factor
		id = scout_plane
		value = -99
	} {
		type = equipment_production_min_factories
		id = scout_plane
		value = 1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BUL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 9
	}
	location = 9610
	division_template = Pekhotna Divizija
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Character
Component: malaya_command_tfv
Constructs: autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
malaya_command_tfv = {
	random = no
	sprite = 9
	heat_attrition_factor = -0.1
	training_time_army_factor = -0.05
	max_planning = 0.1
	experience_gain_army = 0.09
	autonomy_gain = -0.1
	command_cap_increase = 20
}
### Entity: Idea
Component: JAP_operation_an_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_operation_an_idea = {
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	removal_cost = -1
	picture = SWE_coastal_support
	modifier = {
		naval_invasion_planning_bonus_speed = 0.1
		naval_invasion_penalty = -0.1
	}
	targeted_modifier = {
		tag = AST
		attack_bonus_against = 0.15
		defense_bonus_against = 0.1
	} {
		tag = NZL
		attack_bonus_against = 0.15
		defense_bonus_against = 0.1
	}
}
### Entity: Event
Component: CHI_warlords.15
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.15
	title = CHI_warlords.15.t
	desc = CHI_warlords.15.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = A Great Chinese Empire must be restored!
		add_ideas = CHI_abs_monarchism
	} {
		name = A Constitutional Monarchy shall be put in place!
		add_ideas = CHI_const_monarchism
	}
}
### Entity: Idea
Component: EAI_DD_10/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Event
Component: r56_usa.10
Constructs: is_triggered_only, ai_chance, create_faction, add_to_faction
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.10
	title = r56_usa.10.t
	desc = r56_usa.10.desc
	picture = GFX_report_event_usa_macarthur_speech
	is_triggered_only = yes
	option = {
		name = r56_usa.10.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			create_faction = Franco-American Alliance
			add_to_faction = FRA
		}
		hidden_effect = {
			USA = {
				country_event = {
					id = r56_usa.11
				}
			}
		}
	} {
		name = r56_usa.10.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			USA = {
				country_event = {
					id = r56_usa.12
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_liquidate_the_monarchy
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_liquidate_the_monarchy
	icon = GFX_focus_SWE_liquidate_the_monarchy
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_socialist_reforms SWE_refuge_from_war SWE_police_reforms
	}
	relative_position_id = SWE_socialist_reforms
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		country_event = {
			id = AAT_Sweden_communism.6
		}
		remove_ideas = SWE_gustaf_v_idea
	}
}
### Entity: Scripted Effect
Component: CHI_concessions_add_small_amount_of_days
Constructs: add_days_mission_timeout
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_concessions_add_small_amount_of_days = {
	CHI = {
		add_days_mission_timeout = {
			mission = CHI_kwantung_army_impatience_dummy
			days = CHI_concessions_small
		}
	}
	hidden_effect = {
		JAP = {
			add_days_mission_timeout = {
				mission = JAP_kwantung_army_impatience
				days = CHI.CHI_concessions_small
			}
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_develop_tanks
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_develop_tanks
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = HUN_mobile_focus
	}
	mutually_exclusive = {
		focus = HUN_assault_gun_focus
	}
	x = 0
	y = 1
	relative_position_id = HUN_mobile_focus
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HUN_develop_tanks
			ahead_reduction = 2
			uses = 1
			category = armor
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = HUN_hti_turan_organization
		}
	}
}
### Entity: Unit Template
Component: UKR_UKR_01
Source: game
File: common/units/names_divisions/UKR_names_divisions.txt

Code:
UKR_UKR_01 = {
	name = Armored Divisions
	for_countries = {
		UKR
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dya Ukrainska Tankovaya Div.
	ordered = {
		1 = {
			%dya Ukrainska Tankovaya Div.
		}
		2 = {
			%dya Ukrainska Tankovaya Div.
		}
		3 = {
			%dya Ukrainska Tankovaya Div.
		}
		4 = {
			%dya Ukrainska Tankovaya Div.
		}
		5 = {
			%dya Ukrainska Tankovaya Div.
		}
		6 = {
			%dya Ukrainska Tankovaya Div.
		}
		7 = {
			%dya Ukrainska Tankovaya Div.
		}
		8 = {
			%dya Ukrainska Tankovaya Div.
		}
		9 = {
			%dya Ukrainska Tankovaya Div.
		}
		10 = {
			%dya Ukrainska Tankovaya Div.
		}
	}
}
### Entity: National Focus
Tree: brm_focus
Component: BRM_fortify_the_chinese_border
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_fortify_the_chinese_border
	icon = GFX_goal_generic_mountain_fortification
	relative_position_id = BRM_fortification_effort
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = BRM_fortification_effort
	}
	available = {
		controls_state = 1019 640
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		1019 = {
			add_building_construction = {
				type = bunker
				level = 1
				instant_build = yes
				province = 4996
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 4425
			}
		}
		640 = {
			add_building_construction = {
				type = bunker
				level = 1
				instant_build = yes
				province = 10920
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 12363
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 4210
			}
		}
	}
}
### Entity: Effect Reference
Construct: remove_relation_rule_override
Constructs: remove_relation_rule_override, is_democratic_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_relation_rule_override

* Supported Scopes: COUNTRY
* Supported Targets: THIS

```
Removes an override rule to the country's relation to other countries.The desc key can be used to supply a custom description for the effect when a named trigger is used as key
Alternative 1:
remove_relation_rule_override = { 
 target = GER # [Required] Target country can_not_declare_war = yes 
}
Alternative 2:
remove_relation_rule_override = { 
 trigger = is_democratic_country # [Required] Named trigger can_not_declare_war = yes 
}

```
### Entity: AI Strategy
Component: r56_SOV_prepare_for_finland_war
Constructs: has_completed_focus, is_neighbor_of, is_in_faction_with, has_offensive_war_with, has_full_control_of_state
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_prepare_for_finland_war = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		FIN = {
			has_completed_focus = FIN_cooperation_with_germany
			exists = yes
			is_neighbor_of = ROOT
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GER = {
			has_offensive_war_with = ROOT
		}
		OR = {
			GER = {
				OR = {
					AND = {
						has_full_control_of_state = 207 206 204 94 241
					} {
						has_full_control_of_state = 207 206 204
					} {
						has_full_control_of_state = 207 206 204
					} {
						has_full_control_of_state = 96 812 813
					} {
						has_full_control_of_state = 812 813 968
					}
				}
			}
			ROOT = {
				surrender_progress = > 0.12
			}
		}
		ROOT = {
			surrender_progress = > 0.02
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = FIN
		value = 100
	}
}
### Entity: State History
Component: 381
Constructs: add_core_of
Source: game
File: history/states/381-Wyoming.txt

Code:
state = {
	id = 381
	name = STATE_381
	manpower = 225564
	resources = {
		coal = 7
	}
	state_category = rural
	history = {
		owner = USA
		buildings = {
			infrastructure = 2
		}
		add_core_of = USA
	}
	provinces = {
		1815 4610 4723 4794 4820 7688 7814 7888 10640 10711 12561 12633 12651
	}
	local_supplies = 0.0
}
### Entity: Trigger Reference
Construct: is_capital
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_capital

* Supported Scopes: STATE
* Supported Targets: none

```
Is scope state a capital. 169 = { is_capital = yes }
```
### Entity: National Focus
Tree: ita_focus
Component: ITA_midget_submarines
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_mastery_bonus, add_tech_bonus, is_special_project_completed, complete_special_project
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_midget_submarines
	icon = GFX_focus_generic_midget_submarines
	prerequisite = {
		focus = ITA_incrociatori_leggeri
	}
	mutually_exclusive = {
		focus = ITA_cruiser_submarines
	}
	x = -2
	y = 1
	relative_position_id = ITA_incrociatori_leggeri
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_mastery_bonus = {
			name = ITA_midget_submarines
			bonus = 0.1
			days = 180
			track = submarines
		}
		add_tech_bonus = {
			name = ITA_midget_submarines
			bonus = 1.0
			uses = 1
			category = ss_tech
		}
		if = {
			limit = {
				NOT = {
					is_special_project_completed = sp:sp_naval_midget_submarine
				}
			}
			complete_special_project = {
				project = sp:sp_naval_midget_submarine
				scientist = ITA_curio_bernardis
			}
		} {
			limit = {
				has_completed_focus = ITA_cooperation_programs
			}
			unlock_decision_tooltip = ITA_export_midget_submarines
		}
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
			}
			prioritize = {
				158
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		else = {
			custom_effect_tooltip = ITA_midget_submarines_decision_tt
		}
	}
}
### Entity: Event
Component: CHI_warlords.29
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.29
	title = CHI_warlords.29.t
	desc = CHI_warlords.29.desc
	picture = GFX_report_event_polish_army
	is_triggered_only = yes
	option = {
		name = CHI_warlords.29.a
		PRC = {
			leave_faction = yes
		}
		custom_effect_tooltip = CUF_buff_tt
		add_to_variable = {
			global.CHI_CUF = 0.015
		} {
			global.CHI_CUF2 = 0.005
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
	} {
		trigger = {
			NOT = {
				tag = FROM
			}
		}
		name = CHI_warlords.29.b
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	}
}