Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: DEN
Component: DEN_misc
Constructs: recruit_character, add_equipment_to_stockpile, set_stability, limit, add_ideas, set_technology, add_political_power, has_dlc
Source: game
File: history/countries/DEN - Denmark.txt

Code:
# Misc for DEN
capital = 37
if = {
	limit = {
		has_dlc = Arms Against Tyranny
	}
	set_country_flag = DEN_danish_election_flag
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = DEN_1936_naval_mtg
	else = {
		set_naval_oob = DEN_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = DEN_1936_air_bba
	else = {
		set_air_oob = DEN_1936_air_legacy
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
		}
	}
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = DEN_christian_x DEN_freedom_council
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = DEN_werner_best
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = DEN_erik_with
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = DEN_frederik_christian_essemann DEN_carl_jacobsen DEN_christian_peder_kryssing DEN_erik_leschly DEN_erik_moller DEN_paul_ramm DEN_charles_henry_rye
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = DEN_emmanuel_briand_de_crevecoeur DEN_christian_evers
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = DEN_paul_ipsen DEN_prince_frederik DEN_frederik_ix DEN_christian_forslev DEN_asger_grandjean DEN_aage_falking
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = DEN_johan_von_stemann DEN_peter_horn
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = DEN_peter_rochegune_munch DEN_christmas_moller DEN_vilhelm_buhl DEN_erik_scavenius DEN_jorgen_jorgensen
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = DEN_hans_hedtoft DEN_arnold_peter_moller DEN_alsing_andersen DEN_karl_kristian_steincke DEN_niels_bohr DEN_cay_lembcke DEN_emil_strobech
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	set_stability = 0.5
	add_ideas = {
		disarmed_nation
	}
	set_power_balance = {
		id = DEN_balance_of_power
		set_default = no
		set_value = -0.1
	}
	set_variable = {
		DEN_democratic_popularity = 94
	} {
		DEN_communism_popularity = 2
	} {
		DEN_neutrality_popularity = 3
	} {
		DEN_fascism_popularity = 1
	} {
		DEN_neglected_military_mobilization_speed = -0.2
	} {
		DEN_neglected_military_surrender_limit = -0.2
	} {
		DEN_neglected_military_planning_speed = -0.1
	} {
		DEN_economic_crisis_monthly_population = -0.1
	} {
		DEN_economi
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_mix_sciences_with_religion
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, add_research_slot, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_mix_sciences_with_religion
	icon = GFX_focus_research
	x = -1
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 10
	prerequisite = {
		focus = AFG_the_constitution_question
	}
	available = {
		has_government = fascism
		NOT = {
			has_country_flag = AFG_ulema_education
		}
	}
	relative_position_id = AFG_the_constitution_question
	completion_reward = {
		add_research_slot = 1
		if = {
			limit = {
				has_idea = AFG_illiteracy_5
			}
			country_event = {
				id = r56_afghanistan.23
				hours = 12
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_4
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_4
				add_idea = AFG_illiteracy_5
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_3
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_3
				add_idea = AFG_illiteracy_4
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_2
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_2
				add_idea = AFG_illiteracy_3
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_1
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_1
				add_idea = AFG_illiteracy_2
			}
		} {
			limit = {
				has_idea = AFG_illiteracy
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy
				add_idea = AFG_illiteracy_1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_capital_defense_states
Constructs: limit, add_to_array, every_state, check_variable, every_neighbor_state, is_in_array
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_capital_defense_states = {
	@capital_defense_radius = 100
	37 = {
		add_to_array = {
			global.EAI_MAP_capital_defense_37 = THIS.id
		}
		every_state = {
			limit = {
				check_variable = {
					distance_to@PREV = < @capital_defense_radius
				}
			}
			add_to_array = {
				global.EAI_MAP_capital_defense_37 = THIS.id
			}
		}
		every_neighbor_state = {
			limit = {
				NOT = {
					is_in_array = {
						global.EAI_MAP_capital_defense_37 = THIS.id
					}
				}
			}
			add_to_array = {
				global.EAI_MAP_capital_defense_37 = THIS.id
			}
		}
	}
	16 = {
		add_to_array = {
			global.EAI_MAP_capital_defense_16 = THIS.id
		}
		every_state = {
			limit = {
				check_variable = {
					distance_to@PREV = < @capital_defense_radius
				}
			}
			add_to_array = {
				global.EAI_MAP_capital_defense_16 = THIS.id
			}
		}
		every_neighbor_state = {
			limit = {
				NOT = {
					is_in_array = {
						global.EAI_MAP_capital_defense_16 = THIS.id
					}
				}
			}
			add_to_array = {
				global.EAI_MAP_capital_defense_16 = THIS.id
			}
		}
	}
	64 = {
		add_to_array = {
			global.EAI_MAP_capital_defense_64 = THIS.id
		}
		every_state = {
			limit = {
				check_variable = {
					distance_to@PREV = < @capital_defense_radius
				}
			}
			add_to_array = {
				global.EAI_MAP_capital_defense_64 = THIS.id
			}
		}
		every_neighbor_state = {
			limit = {
				NOT = {
					is_in_array = {
						global.EAI_MAP_capital_defense_64 = THIS.id
					}
				}
			}
			add_to_array = {
				global.EAI_MAP_capital_defense_64 = THIS.id
			}
		}
	}
	6 = {
		add_to_array = {
			global.EAI_MAP_capital_defense_6 = THIS.id
		}
		every_state = {
			limit = {
				check_variable = {
					distance_to@PREV = < @capital_defense_radius
				}
			}
			add_to_array = {
				global.EAI_MAP_capital_defense_6 = THIS.id
			}
		}
		every_neighbor_state = {
			limit = {
				NOT = {
					is_in_array = {
						global.EAI_MAP_capital_defense_6 = THIS.id
					}
				}
			}
			add_to_array = {
				global.EAI_MAP_capital_defense_6 = THIS.id
			}
		}
	}
	7 = {
		add_to_array = {
			global.EAI_MAP_capital_defense_7 = THIS.id
		}
		every_state = {
			limit = {
				check_variable = {
					distance_to@PREV = < @capital_defense_radius
				}
			}
			add_to_array = {
				global.EAI_MAP_capital_defense_7 = THIS.id
			}
		}
		every_neighbor_state = {
			limit = {
				NOT = {
					is_in_array = {
						global.EAI_MAP_capital_defens
# ... (truncated)
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_motorized_equipment_1
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_motorized_equipment_1 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 2
	}
}
### Entity: Character
Component: ARM_nubar_gulbenkian
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_nubar_gulbenkian = {
	name = ARM_nubar_gulbenkian
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_nubar_gulbenkian
		allowed = {
			original_tag = ARM
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Economic_Cooperation
Constructs: prerequisite, limit, random_country, completion_reward, is_in_faction, is_faction_leader, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Economic_Cooperation
	icon = GFX_goal_generic_road
	cost = 10
	prerequisite = {
		focus = PAK_Align_the_Soviet_Union PAK_Align_Japan PAK_Our_Own_Path
	}
	available = {
		is_in_faction = yes
		num_faction_members = > 1
	}
	x = 8
	y = 6
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		if = {
			limit = {
				is_faction_leader = yes
			}
			PAK = {
				random_owned_controlled_state = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
			random_country = {
				limit = {
					is_in_faction_with = PAK
				}
				random_owned_controlled_state = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
		}
		else_if = {
			limit = {
				is_in_faction = yes
			}
			PAK = {
				random_owned_controlled_state = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
			random_country = {
				limit = {
					is_in_faction_with = PAK
					is_faction_leader = yes
				}
				random_owned_controlled_state = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				tag = PAK
			}
			custom_effect_tooltip = Both you and your faction leader will receive 2 Civilian Factories
		}
	}
}
### Entity: Event
Component: CZE.212
Constructs: is_triggered_only, ai_chance, add_tech_bonus
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.212
	title = CZE.212.t
	desc = CZE.212.d
	picture = GFX_CZKE_czech_firearms_modernization_report
	is_triggered_only = yes
	option = {
		name = CZE.212.a
		ai_chance = {
			factor = 0
		}
		add_tech_bonus = {
			name = infantry_weapons
			bonus = 1
			uses = 1
			technology = infantry_weapons2 improved_infantry_weapons improved_infantry_weapons_2
		}
	} {
		name = CZE.212.b
		ai_chance = {
			factor = 1
		}
		add_tech_bonus = {
			name = infantry_weapons
			bonus = 1
			uses = 1
			technology = support_weapons support_weapons2 support_weapons3
		}
	}
}
### Entity: Idea
Component: KOR_samsung
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_samsung = {
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 920
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_free_colonized_asian_countries
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_free_colonized_asian_countries
	icon = GFX_focus_JAP_free_colonised_asian_countries
	x = -2
	y = 1
	relative_position_id = JAP_democratic_war_with_china
	prerequisite = {
		focus = JAP_democratic_war_with_china
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = JAP_free_colonized_asian_countries_tt
	}
}
### Entity: Unit Template
Component: SNG_ARM_01
Source: game
File: common/units/names_divisions/SNG_names_divisions.txt

Code:
SNG_ARM_01 = {
	name = Armoured Division
	for_countries = {
		SNG
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dth Armoured Division
	ordered = {
		1 = {
			%dst Armoured Division
		}
		7 = {
			%dth Armoured Division
		}
		2 = {
			%dnd Armoured Division
		}
		6 = {
			%dth Armoured Division
		}
		8 = {
			%dth Armoured Division
		}
		9 = {
			%dth Armoured Division
		}
		31 = {
			%dst Armoured Division
		}
		10 = {
			%dth Armoured Division
		}
		11 = {
			%dth Armoured Division
		}
		42 = {
			%dnd Armoured Division
		}
		79 = {
			%dth Armoured Division
		}
		5 = {
			%dth Armoured Division
		}
		3 = {
			%drd Armoured Division
		}
		4 = {
			%dth Armoured Division
		}
		12 = {
			%dth Armoured Division
		}
		13 = {
			%dth Armoured Division
		}
		14 = {
			%dth Armoured Division
		}
		15 = {
			%dth Armoured Division
		}
		16 = {
			%dth Armoured Division
		}
		17 = {
			%dth Armoured Division
		}
		18 = {
			%dth Armoured Division
		}
		19 = {
			%dth Armoured Division
		}
		20 = {
			%dth Armoured Division
		}
		21 = {
			%dst Armoured Division
		}
		22 = {
			%dnd Armoured Division
		}
		23 = {
			%drd Armoured Division
		}
		24 = {
			%dth Armoured Division
		}
		25 = {
			%dth Armoured Division
		}
		26 = {
			%dth Armoured Division
		}
		27 = {
			%dth Armoured Division
		}
		28 = {
			%dth Armoured Division
		}
		29 = {
			%dth Armoured Division
		}
		30 = {
			%dth Armoured Division
		}
	}
}
### Entity: Faction
Component: faction_goal_the_southern_mandate
Constructs: has_completed_focus, limit, has_government, complete_effect, add_faction_power_projection, every_state, add_dynamic_modifier
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_the_southern_mandate = {
	name = faction_goal_the_southern_mandate_name
	description = faction_goal_the_southern_mandate_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			original_tag = CHI
			has_government = fascism
		}
	}
	available = {
		FROM = {
			has_completed_focus = CHI_the_southern_mandate
		}
	}
	ratio_progress = {
		total_amount_collection = collection:the_southern_mandate_states
		completed_amount_collection = {
			input = collection:the_southern_mandate_states
			operators = {
				limit = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			name = COLLECTION_FACTION_CONTROLS_SOUTHERN_MANDATE
		}
	}
	auto_complete = yes
	complete_effect = {
		add_faction_power_projection = 100
		every_state = {
			limit = {
				CHI_southern_mandate_states = yes
			}
			add_dynamic_modifier = {
				modifier = NORDIC_efficient_resource_extraction
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Combat Tactic
Component: tactic_sf_storm
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_sf_storm = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = street_fighting
	}
	active = yes
	display_phase = street_fighting
	base = {
		factor = 2
	}
	picture = tactic_sf_storm
	attacker = 0.05
	defender = 0.1
	defender_org_damage_modifier = -0.05
	combat_width = 0.05
}
### Entity: Character
Component: RWA_aa2
Source: game
File: common/characters/RWA.txt

Code:
RWA_aa2 = {
	advisor = {
		slot = high_command
		idea_token = RWA_aa2
		ledger = army
		allowed = {
			original_tag = RWA
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_USA_garrison_allies
Constructs: has_war, has_war_together_with
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_garrison_allies = {
	allowed = {
		tag = USA
	}
	enable = {
		has_war_together_with = ENG
		has_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.3
		states = {
			127 126 125 123 338 122 129 130 132 520 521 522 517 285
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Idea
Component: HOL_light_tanks_for_the_colonies
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_light_tanks_for_the_colonies = {
	picture = generic_production_bonus
	allowed = {
		original_tag = HOL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		license_light_tank_eq_cost_factor = -1
		license_light_tank_eq_tech_difference_speed_factor = 0.5
		license_light_tank_eq_production_speed_factor = 0.25
	}
}
### Entity: State History
Component: 660
Constructs: add_core_of
Source: game
File: history/states/660-Equatorial Africa.txt

Code:
state = {
	id = 660
	name = STATE_660
	manpower = 1136921
	state_category = pastoral
	resources = {
		rubber = 3
	}
	history = {
		owner = FRA
		add_core_of = CAR
		victory_points = {
			12830 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1974 3165 5084 8078 11108 12719 12830 11012
	}
	local_supplies = 2.0
}
### Entity: Event
Component: AAT_MIO_events.1
Constructs: is_triggered_only, fire_only_once, has_dlc, has_idea, random_days
Source: game
File: events/AAT_Generic_Events.txt

Code:
country_event = {
	id = AAT_MIO_events.1
	is_triggered_only = no
	fire_only_once = yes
	hidden = yes
	trigger = {
		has_dlc = Arms Against Tyranny
		tag = CZE
		CZE = {
			has_idea = CZE_skoda_works
		}
	}
	immediate = {
		CZE = {
			country_event = {
				id = AAT_MIO_events.2
				days = 5
				random_days = 3
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_ETH
Source: game
File: common/ai_focuses/ETH.txt

Code:
ai_historical_focus_list_ETH = {
	ai_national_focuses = {
		ETH_lion_roar ETH_national_mobilization ETH_homeland_defense ETH_mountain_forts ETH_capital_forts ETH_hold_line ETH_land_development ETH_mil_factory ETH_plea_to_lon ETH_black_lions ETH_ferenghi ETH_japanese_assistance ETH_mil_factory2 ETH_urban_factories ETH_modern_technology ETH_addiba_university ETH_extra_research_slot_2 ETH_regimental_system ETH_red_sea_focus ETH_develop_eritrea ETH_develop_somalia ETH_fortify_eritrea ETH_fortify_somalia ETH_modern_navy ETH_amphibious_operations ETH_reclaim_aksum ETH_demand_french_somalia ETH_demand_british_somalia ETH_death_to_saudis ETH_demand_solomon_kingdom
	}
}
### Entity: National Focus
Component: uk_battleship_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_battleship_focus
	prerequisite = {
		focus = uk_waves_focus
	}
	mutually_exclusive = {
		focus = uk_carrier_focus
	}
	icon = GFX_goal_generic_navy_battleship
	x = 1
	y = 1
	relative_position_id = uk_waves_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = uk_battleship_focus
			bonus = 1.0
			uses = 2
			category = bb_tech
		}
	}
}
### Entity: Idea
Component: federalism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
federalism = {
	picture = generic_democratic_drift_bonus
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		political_power_factor = -0.3
		production_factory_start_efficiency_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
		surrender_limit = 0.13
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_oto_naval_guns
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_to_variable, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_oto_naval_guns
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = ITA_naval_power_projection
	}
	x = 2
	y = 1
	relative_position_id = ITA_naval_power_projection
	cost = 5
	available = {
		has_full_control_of_state = 162
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			ITA_rm_navy_capital_ship_attack_factor = 0.05
		}
		custom_effect_tooltip = ITA_oto_naval_guns_rm_tt
		if = {
			limit = {
				162 = {
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
			}
			162 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = ITA_oto_naval_guns
				bonus = 1.0
				uses = 2
				category = cat_ship_heavy_battery
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					157 161 160
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			navy_experience = 15
		}
	}
}
### Entity: Idea
Component: CHI_army_corruption_3
Constructs: army_defence_factor, army_attack_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/china.txt

Code:
CHI_army_corruption_3 = {
	picture = chi_army_corruption3
	name = CHI_army_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = -0.1
		army_defence_factor = -0.1
		mobilization_speed = -0.15
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_expand_our_tobacco_industry
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, swap_ideas, remove_idea, add_idea, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_expand_our_tobacco_industry
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = GRE_exporting_more_luxury_commodoties GRE_greek_autarky
	}
	mutually_exclusive = {
		focus = GRE_increase_our_mining_operations
	}
	x = 0
	y = 1
	relative_position_id = GRE_exporting_more_luxury_commodoties
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_foreign_monopolies_2
			add_idea = GRE_foreign_monopolies_3
		}
		731 = {
			if = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 3
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
		}
		184 = {
			if = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GRE_tobacco_exports
			}
		}
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GRE_tobacco_exports
			}
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GRE_tobacco_exports
			}
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GRE_tobacco_exports
			}
		}
		hidden_effect = {
			GER = {
				add_opinion_modifier = {
					target = ROOT
					modifier = GRE_luxury_exports
				}
			}
			USA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = GRE_luxury_exports
				}
			}
			FRA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = GRE_luxury_exports
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = GRE_luxury_exports
				}
			}
		}
	}
}