Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MILITARY_SECTOR_update
Constructs: limit, has_country_flag, has_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_SECTOR_effects.txt

Code:
EAI_MILITARY_SECTOR_update = {
	if = {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_SECTOR_update
	} {
		limit = {
			NOT = {
				has_variable = EAI_MILITARY_SECTOR_id
			}
		}
		EAI_MILITARY_SECTOR_score_sectors = yes
		EAI_MILITARY_SECTOR_select_sector = yes
		if = {
			limit = {
				check_variable = {
					selected_sector_ = 1
				}
			}
			EAI_MILITARY_SECTOR_assign_sector = yes
		}
	}
	EAI_MILITARY_SECTOR_init = yes
	EAI_MILITARY_SECTOR_get_control_pct = yes
	EAI_MILITARY_SECTOR_clear_cooldown = yes
	else_if = {
		limit = {
			NOT = {
				has_country_flag = EAI_MILITARY_SECTOR_offensive_min_duration_days EAI_MILITARY_SECTOR_preparation
			}
		}
		EAI_MILITARY_SECTOR_score_sectors = yes
		EAI_MILITARY_SECTOR_reassess_sector = yes
		if = {
			limit = {
				check_variable = {
					cancelled_sector_ = 1
				}
			}
			EAI_MILITARY_SECTOR_cancel_sector = yes
		}
	}
}
### Entity: Character
Component: MOL_democratic_guy
Constructs: has_government
Source: game
File: common/characters/MOL.txt

Code:
MOL_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MOL_democratic_guy
		allowed = {
			original_tag = MOL
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	name = MOL_democratic_guy
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Event
Component: israel.96
Constructs: is_triggered_only, limit, remove_ideas, has_idea, set_global_flag, clr_country_flag, random_hours, unlock_national_focus
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.96
	title = israel.96.t
	desc = israel.96.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = israel.96.a
		995 = {
			transfer_state_to = EGY
		}
		453 = {
			transfer_state_to = EGY
		}
		EGY = {
			diplomatic_relation = {
				country = ISR
				relation = non_aggression_pact
			}
		}
		if = {
			limit = {
				has_idea = ISR_suez_pressure_1
			}
			remove_ideas = ISR_suez_pressure_1
		}
		else_if = {
			limit = {
				has_idea = ISR_suez_pressure_2
			}
			remove_ideas = ISR_suez_pressure_2
		} {
			limit = {
				has_idea = ISR_suez_pressure_3
			}
			remove_ideas = ISR_suez_pressure_3
		} {
			limit = {
				has_idea = ISR_suez_pressure_4
			}
			remove_ideas = ISR_suez_pressure_4
		} {
			limit = {
				has_idea = ISR_suez_pressure_5
			}
			remove_ideas = ISR_suez_pressure_5
		}
		set_global_flag = ISR_treaty_finish_sinai_returned
		ISR = {
			clr_country_flag = ISR_egypt_blockaded_suez
		}
		news_event = {
			id = israel.99
			days = 1
			random_hours = 12
		}
		hidden_effect = {
			unlock_national_focus = ISR_stretch_out_the_hand
		}
	}
}
### Entity: Character
Component: URG_alfredo_baldomir_ferrari
Constructs: has_government, has_dlc
Source: game
File: common/characters/URG.txt

Code:
URG_alfredo_baldomir_ferrari = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				large = GFX_portrait_URG_alfredo_baldomir_ferrari
			}
		}
		country_leader = {
			ideology = liberalism
			traits = {
				pro_allied_politician
			}
			expire = 1965.1.1.1
			id = -1
		}
		corps_commander = {
			traits = {
				brilliant_strategist
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
			visible = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			civilian = {
				large = GFX_portrait_Alfredo_Baldomir_Ferrari
			}
		}
		country_leader = {
			ideology = liberalism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Character
Component: MZB_communist_guy
Constructs: has_government
Source: game
File: common/characters/MZB.txt

Code:
MZB_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MZB_communist_guy
		allowed = {
			original_tag = MZB
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Trigger Reference
Construct: ships_in_state_ports
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## ships_in_state_ports

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks for amount of ships in specified state's ports. 
ships_in_state_ports = { 
  type = ship_category 
  state = state_id (or scopped variable) 
  size = 42 
}
```
### Entity: National Focus
Tree: cog_focus
Component: COG_join_axis
Constructs: prerequisite, has_war, limit, has_government, has_war_with, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_join_axis
	icon = GFX_goal_generic_the_axis
	mutually_exclusive = {
		focus = COG_join_italy
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = fascism
		has_war = no
		OR = {
			GER = {
				exists = yes
				has_government = fascism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			any_other_country = {
				is_major = yes
				has_government = democratic
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	prerequisite = {
		focus = COG_manipulate_native_masses
	}
	bypass = {
		is_in_faction_with = GER
	}
	x = 30
	y = 6
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			add = 9
			GER = {
				exists = yes
				has_government = fascism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = {
					id = belgium.74
					days = 1
				}
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: GUM_pot
Source: game
File: common/ideas/guam.txt

Code:
GUM_pot = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = GUM
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Idea
Component: PRE_coi
Source: game
File: common/ideas/prussia.txt

Code:
PRE_coi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = PRE
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Decision
Component: ISR_knesset_category
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, is_ai, check_variable, complete_effect, set_country_flag
Source: game
File: common/decisions/ISR.txt

Code:
ISR_knesset_category = {
	ISR_form_coalition = {
		icon = GFX_decision_eng_trade_unions_support
		visible = {
			NOT = {
				has_country_flag = ISR_coalition_formed
			}
			OR = {
				has_country_flag = ISR_centre_forming ISR_hashomer_forming ISR_hatzohar_forming ISR_mapai_forming
			}
		}
		available = {
			if = {
				limit = {
					is_ai = no
				}
				custom_trigger_tooltip = {
					tooltip = ISR_above_60_seats
					check_variable = {
						ISR_coalition_seats = > 60
					}
				}
			}
		}
		ai_will_do = {
			factor = 5000
		}
		fire_only_once = yes
		complete_effect = {
			set_country_flag = ISR_coalition_formed
			if = {
				limit = {
					has_country_flag = ISR_hashomer_forming
				}
				set_country_flag = ISR_hashomer_formed
				set_politics = {
					ruling_party = communism
					elections_allowed = yes
				}
				set_party_name = {
					ideology = communism
					long_name = Mifleget Poali Hashomer Hatsair
					name = Hashomer Hatsair
				}
				promote_character = ISR_yaakov_hazan
				complete_national_focus = ISR_hashomer_leads
				if = {
					limit = {
						has_country_flag = ISR_mapai_in_coalition
					}
					complete_national_focus = ISR_mapai_hashomer
				}
			} {
				limit = {
					has_country_flag = ISR_maki_in_coalition
				}
				set_variable = {
					ISR_maki_cost = 40
				}
			} {
				limit = {
					has_country_flag = ISR_hashomer_in_coalition
				}
				set_variable = {
					ISR_hashomer_cost = 40
				}
			} {
				limit = {
					has_country_flag = ISR_mapai_in_coalition
				}
				set_variable = {
					ISR_mapai_cost = 40
				}
			} {
				limit = {
					has_country_flag = ISR_new_aliyah_in_coalition
				}
				complete_national_focus = ISR_progressives
				set_variable = {
					ISR_new_aliyah_cost = 40
				}
			} {
				limit = {
					has_country_flag = ISR_general_zionists_in_coalition
				}
				complete_national_focus = ISR_general_zionists
				set_variable = {
					ISR_general_zionists_cost = 40
				}
			} {
				limit = {
					has_country_flag = ISR_hatzohar_in_coalition
				}
				set_variable = {
					ISR_hatzohar_cost = 40
				}
			} {
				limit = {
					has_country_flag = ISR_urf_in_coalition
				}
				complete_national_focus = ISR_the_religious_front
				set_variable = {
					ISR_urf_cost = 40
				}
			}
			else_if = {
				limit = {
					has_country_flag = ISR_mapai_forming
				}
				set_country_flag = ISR_mapai_formed
				set_politics = 
# ... (truncated)
### Entity: Decision
Component: GER_price_controls_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_price_controls_cat = {
	icon = GFX_decision_category_generic_economy
	allowed = {
		original_tag = GER
	}
	priority = 10
	visible = {
		has_completed_focus = GER_institute_price_controls
		NOT = {
			has_completed_focus = GER_autarky_achieved
		}
	}
}
### Entity: Event
Component: belgium.73
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction, add_ai_strategy
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.73
	title = belgium.73.t
	desc = belgium.73.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = belgium.73.a
		SAF = {
			add_to_faction = COG
		}
		COG = {
			add_ai_strategy = {
				type = alliance
				id = SAF
				value = 200
			}
		}
	} {
		name = belgium.73.b
		ai_chance = {
			base = 0
		}
		COG = {
			add_opinion_modifier = {
				target = SAF
				modifier = SAF_join_african_union_reject
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: FRA_hotchkiss_organization
Constructs: has_dlc, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/FRA_organization.txt

Code:
FRA_hotchkiss_organization = {
	include = generic_mobile_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		tag = FRA
		has_dlc = Arms Against Tyranny
	}
	add_trait = {
		token = FRA_mio_trait_l_35
		name = FRA_mio_trait_l_35
		icon = GFX_generic_mio_department_icon_tank_general_weapons
		any_parent = {
			generic_mio_enlarged_breech
		}
		relative_position_id = generic_mio_enlarged_breech
		position = {
			x = 1
			y = 2
		}
		equipment_bonus = {
			hard_attack = 0.05
			ap_attack = 0.05
		}
	}
	override_trait = {
		token = generic_mio_gunner_sight_improvements
		position = {
			x = -1
			y = 2
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_capital_ships_effort
Constructs: prerequisite, limit, completion_reward, is_coastal, add_doctrine_cost_reduction, add_tech_bonus, random_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_capital_ships_effort
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = TIB_cruiser_effort
	}
	relative_position_id = TIB_cruiser_effort
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = naval_effort
			uses = 1
			cost_reduction = 0.75
			category = fleet_in_being_tree
		}
		add_tech_bonus = {
			name = naval_effort
			bonus = 0.75
			uses = 1
			category = cat_ship_heavy_battery
		} {
			name = naval_effort
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = bb_tech
		}
		random_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: office_of_strategic_services_lar
Constructs: has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
office_of_strategic_services_lar = {
	name = office_of_strategic_services
	picture = office_of_strategic_services
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		operation_infiltrate_outcome = 0.25
		boost_resistance_factor = 0.25
	}
}
### Entity: Scripted Trigger
Component: EAI_MATH_TRIGGER_square
Source: game
File: common/scripted_triggers/EAI_MATH_triggers.txt

Code:
EAI_MATH_TRIGGER_square = {
	multiply_temp_variable = {
		_val_ = _val_
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_establish_the_naval_staff
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_establish_the_naval_staff
	icon = GFX_goal_generic_navy_doctrines_tactics
	cost = 10
	prerequisite = {
		focus = VIN_the_tiger_of_the_seas VIN_protecting_the_pearl
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 67
	y = 2
}
### Entity: Idea
Component: LUX_minister_army_KPL
Constructs: mobilization_speed
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_army_KPL = {
	modifier = {
		land_reinforce_rate = 0.03
		mobilization_speed = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_11/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.11
			instant = yes
		}
	}
}
### Entity: Country History
Country: MNT
Component: MNT_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MNT - Montenegro.txt

Code:
# Politics & Parties for MNT
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 33
	neutrality = 33
	communism = 34
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/r56_scripted_localisation.txt

Code:
defined_text = {
	name = Current_Act
	text = {
		trigger = {
			has_country_flag = Railway_Expansion_Act_init
		}
		localization_key = legislative_railway
	} {
		trigger = {
			has_country_flag = Agricultural_Stabilisation_Act_init
		}
		localization_key = legislative_agriculture
	} {
		trigger = {
			has_country_flag = Educational_Reform_Act_init
		}
		localization_key = legislative_education
	} {
		trigger = {
			has_country_flag = Insurance_Act_init
		}
		localization_key = legislative_insurance
	} {
		trigger = {
			has_country_flag = War_Powers_Act_init
		}
		localization_key = legislative_war
	} {
		localization_key = legislative_idle
	}
}
### Entity: Trigger Reference
Construct: has_carrier_airwings_on_mission
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_carrier_airwings_on_mission

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if side has a career with air wings on a mission
```
### Entity: Idea
Component: MAD_acr
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_acr = {
	picture = generic_air_african_3
	allowed = {
		original_tag = MAD
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Effect Reference
Construct: set_relation_rule
Constructs: set_relation_rule, add_relation_rule_override
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_relation_rule

* Supported Scopes: COUNTRY
* Supported Targets: THIS

```
DEPRECATED: See add_relation_rule_override
```
### Entity: National Focus
Tree: egy_focus
Component: EGY_commonwealth_research_cooperation
Constructs: prerequisite, completion_reward, is_ally_with, add_to_tech_sharing_group
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_commonwealth_research_cooperation
	icon = GFX_goal_continuous_research
	relative_position_id = EGY_egypts_place_in_the_empire
	x = 2
	y = 1
	cost = 10
	available = {
		is_ally_with = ENG
	}
	prerequisite = {
		focus = EGY_egypts_place_in_the_empire
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_to_tech_sharing_group = commonwealth_research
	}
}
### Entity: Idea
Component: PRC_enemy_partisan_1
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_enemy_partisan_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_war_with = PRC
		}
	}
	removal_cost = -1
	picture = trotskyite_plot
	modifier = {
		resistance_damage_to_garrison = 0.05
	}
}
### Entity: Modifier Reference
Component: GXC_three_principles_of_the_nation
Constructs: research_speed_factor, has_government, army_attack_factor, remove_trigger, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
GXC_three_principles_of_the_nation = {
	remove_trigger = {
		NOT = {
			has_government = fascism
		}
	}
	enable = {
		always = yes
	}
	icon = GFX_idea_EST_vaps_3
	political_power_factor = GXC_tp_pp
	conscription_factor = GXC_tp_rp
	command_power_gain_mult = GXC_tp_cp
	army_attack_factor = GXC_tp_aa
	army_core_attack_factor = GXC_tp_ca
	army_core_defence_factor = GXC_tp_cd
	research_speed_factor = GXC_tp_rs
	local_resources_factor = GXC_tp_re
}
### Entity: Character
Component: ara_aircraft_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_traits.txt

Code:
ara_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			naval_strike_attack = 0.1
			air_agility = 0.25
		}
		cv_small_plane_airframe = {
			naval_strike_attack = 0.1
			air_agility = 0.25
		}
	}
}
### Entity: Event
Component: malaysia.13
Constructs: is_triggered_only, ai_chance, retire_country_leader, set_party_name, set_politics, set_cosmetic_tag
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.13
	title = malaysia.13.t
	desc = malaysia.13.desc
	is_triggered_only = yes
	option = {
		name = malaysia.13.a
		ai_chance = {
			base = 60
		}
		end_puppet = MAL
		MAL = {
			retire_country_leader = yes
			set_party_name = {
				ideology = neutrality
				long_name = MAL_neutrality_party_long
				name = MAL_neutrality_party
			}
			set_politics = {
				ruling_party = democratic
			}
			drop_cosmetic_tag = yes
			set_cosmetic_tag = MAL_democratic_two
		}
	} {
		name = malaysia.13.b
		ai_chance = {
			base = 40
		}
		hidden_effect = {
			civil_war_anti_exploiter_punitive_action_r56 = yes
		}
		MAL = {
			retire_country_leader = yes
			set_party_name = {
				ideology = neutrality
				long_name = MAL_neutrality_party_long
				name = MAL_neutrality_party
			}
			drop_cosmetic_tag = yes
			set_cosmetic_tag = MAL_democratic_one
			start_civil_war = {
				ruling_party = democratic
				ideology = neutrality
				size = 0.4
				capital = 333
				states = {
					333
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_pulverfabrik_skodawerke
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, has_tech, add_tech_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_pulverfabrik_skodawerke
	icon = GFX_focus_generic_industry_1
	prerequisite = {
		focus = AUS_expand_stpoltner_steelworks
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_expand_stpoltner_steelworks
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		4 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {
		4 = {
			NOT = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		4 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		IF = {
			limit = {
				has_tech = fuel_silos
			}
			4 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = fuel_silo
					level = 2
					instant_build = yes
				}
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_tech = fuel_silos
				}
			}
			custom_effect_tooltip = AUS_pulverfabrik_skodawerke_tt
			hidden_effect = {
				add_tech_bonus = {
					name = AUS_pulverfabrik_skodawerke_bonus
					bonus = 0.25
					uses = 3
					technology = fuel_silos fuel_refining fuel_refining2 fuel_refining3 fuel_refining4 fuel_refining5
				}
			}
		}
	}
}