Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_imperial_influence_events.200
Constructs: is_triggered_only, limit, add_war_support, check_variable, add_command_power, set_variable
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.200
	title = SEA_imperial_influence_events.200.t
	desc = SEA_imperial_influence_events.200.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.b
		IF = {
			limit = {
				check_variable = {
					JAP_naval_faction_demand_failure = 1
				}
			}
			navy_experience = -10
		}
		ELSE_IF = {
			limit = {
				check_variable = {
					JAP_naval_faction_demand_failure = 2
				}
			}
			navy_experience = -15
		} {
			limit = {
				check_variable = {
					JAP_naval_faction_demand_failure = 3
				}
			}
			navy_experience = -20
		} {
			limit = {
				check_variable = {
					JAP_naval_faction_demand_failure = 4
				}
			}
			navy_experience = -25
		} {
			limit = {
				check_variable = {
					JAP_naval_faction_demand_failure = 5
				}
			}
			navy_experience = -25
			add_command_power = -15
		} {
			limit = {
				check_variable = {
					JAP_naval_faction_demand_failure = 6
				}
			}
			navy_experience = -25
			add_command_power = -25
		} {
			limit = {
				check_variable = {
					JAP_naval_faction_demand_failure = 7
				}
			}
			add_war_support = -0.05
			navy_experience = -25
			add_command_power = -25
		}
		set_variable = {
			JAP_naval_faction_demand_failure = 0
		}
		JAP_small_naval_faction_loss = yes
		hidden_effect = {
			JAP_faction_demand_finalize_mission_effect = yes
			JAP_faction_demand_add_to_failed_missions = yes
		}
	}
}
### Entity: Decision
Component: FRA_spanish_intervention_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/FRA_decision_categories.txt

Code:
FRA_spanish_intervention_category = {
	allowed = {
		original_tag = FRA
	}
	visible = {
		has_completed_focus = FRA_intervention_in_spain
		SPR_scw_in_progress = yes
	}
}
### Entity: Character
Component: fortification_armchair_general
Source: game
File: common/country_leader/00_traits.txt

Code:
fortification_armchair_general = {
	sprite = 10
	random = no
	production_speed_bunker_factor = 0.1
	production_speed_coastal_bunker_factor = 0.1
	production_speed_anti_air_building_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_Naval_Doctrine
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_Naval_Doctrine
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = ISR_Cruisers ISR_Destroyer ISR_Battleship
	}
	x = 0
	y = 2
	relative_position_id = ISR_Battleship
	cost = 5
	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 = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 1
			category = fleet_in_being_tree
		}
		custom_effect_tooltip = GEN_Generals_Other_nav_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 76
Constructs: add_core_of
Source: game
File: history/states/76-Northern Transylvania.txt

Code:
state = {
	id = 76
	name = STATE_76
	manpower = 2352700
	state_category = town
	history = {
		owner = ROM
		add_core_of = ROM TRA
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			6711 5
		} {
			9672 2
		} {
			9670 1
		}
	}
	provinces = {
		711 713 727 746 3689 3696 3709 6711 6714 6731 9668 9670 9672 9685 9687 9704 11676
	}
	local_supplies = 9.0
}
### Entity: Joint Focus
Component: NORDIC_military_industry_hub
Constructs: prerequisite, limit, joint_focus, completion_reward, add_extra_state_shared_building_slots, add_dynamic_modifier, random_owned_state, is_controlled_by
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_military_industry_hub
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = NORDIC_standarized_parts
	}
	mutually_exclusive = {
		focus = NORDIC_ad_hoc_military_industry
	}
	x = -1
	y = 1
	relative_position_id = NORDIC_standarized_parts
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_of_military_factories = > 15
		any_owned_state = {
			arms_factory = > 3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						arms_factory = > 3
					}
				}
			}
			effect_tooltip = {
				capital_scope = {
					add_extra_state_shared_building_slots = 3
					add_dynamic_modifier = {
						modifier = NORDIC_military_industry_hub_leader_dmod
						scope = ROOT
					}
				}
			}
		}
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
				arms_factory = > 3
			}
			add_extra_state_shared_building_slots = 3
			add_dynamic_modifier = {
				modifier = NORDIC_military_industry_hub_leader_dmod
				scope = ROOT
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						arms_factory = > 1
					}
				}
			}
			custom_effect_tooltip = NORDIC_modify_nordic_military_industry_dmod
			effect_tooltip = {
				capital_scope = {
					add_extra_state_shared_building_slots = 2
					add_dynamic_modifier = {
						modifier = NORDIC_military_industry_hub_member_dmod
						scope = ROOT
					}
				}
			}
		}
		custom_effect_tooltip = NORDIC_modify_nordic_military_industry_dmod
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
				arms_factory = > 1
			}
			add_extra_state_shared_building_slots = 2
			add_dynamic_modifier = {
				modifier = NORDIC_military_industry_hub_member_dmod
				scope = ROOT
			}
		}
	}
}
### Entity: Order of Battle
Component: Polícia Militar do Rio Grande do Sul
Constructs: division_template
Source: game
File: history/units/BRA_atacado.txt

Code:
division = {
	name = Polícia Militar do Rio Grande do Sul
	location = 10447
	division_template = Divisão de Infantaria 2
	start_experience_factor = 0.5
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_hands_do
Constructs: prerequisite, limit, completion_reward, has_global_flag, random_hours, has_game_rule
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_hands_do
	icon = GFX_SOV_the_hands_do_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_eyes_fear
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_eyes_fear
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		country_event = {
			id = NSB_Soviet_fascist_civil_war.001
			hours = 6
			random_hours = 6
		}
		SOV_opposition_support_high_increase_effect = yes
		SOV_increase_opposition_army_support = yes
		custom_effect_tooltip = SOV_the_hands_do_tt
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Decision
Component: infiltrate_belarus_decisions
Constructs: has_completed_focus, has_dlc, has_global_flag
Source: game
File: common/decisions/categories/BALTIC_decision_categories.txt

Code:
infiltrate_belarus_decisions = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	allowed = {
		OR = {
			original_tag = LIT LAT EST SOV
		}
		has_dlc = No Step Back
	}
	visible = {
		OR = {
			AND = {
				tag = SOV
				any_other_country = {
					has_completed_focus = BALTIC_belarus_ssr
					NOT = {
						has_completed_focus = BALTIC_seek_support_of_soviets
					}
				}
			} {
				has_completed_focus = BALTIC_belarus_ssr
				NOT = {
					has_completed_focus = BALTIC_seek_support_of_soviets
				}
			}
		}
		NOT = {
			has_global_flag = belarus_baltic_resolved
		}
	}
}
### Entity: Scripted Effect
Component: bba_get_heavy_fighter_ENG_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_heavy_fighter_ENG_effect = {
	if = {
		limit = {
			ENG = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = {
					NOT = {
						has_country_flag = ENG_basic_export_heavy_fighter_template
					}
				}
			}
			ENG = {
				create_equipment_variant = {
					name = Blenheim IF
					type = medium_plane_fighter_airframe_1
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = light_mg_4x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
					}
					icon = GFX_ENG_heavy_fighter1_medium
				}
				set_country_flag = ENG_basic_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_1
			producer = ENG
			amount = heavy_fighter_buy_amount
			variant_name = Blenheim IF
		}
	}
	else_if = {
		limit = {
			ENG = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				ENG = {
					NOT = {
						has_country_flag = ENG_improved_export_heavy_fighter_template
					}
				}
			}
			ENG = {
				create_equipment_variant = {
					name = Bristol Beaufighter
					type = medium_plane_fighter_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						fixed_auxiliary_weapon_slot_3 = torpedo_mounting
						engine_type_slot = engine_3_2x
						special_type_slot_1 = lmg_defense_turret
					}
					icon = GFX_ENG_heavy_fighter2_medium
				}
				set_country_flag = ENG_improved_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_2
			producer = ENG
			amount = heavy_fighter_buy_amount
			variant_name = Bristol Beaufighter
		}
	} {
		limit = {
			ENG = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				ENG = {
					NOT = {
						has_country_flag = ENG_advanced_export_heavy_fighter_template
					}
				}
			}
			ENG = {
				create_equipment_variant = {
					name = DH Mosquito
					type = medium_plane_fighter_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cann
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_eastern_development
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, set_temp_variable, add_building_construction, add_extra_state_shared_building_slots, add_to_temp_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_eastern_development
	icon = GFX_SOV_eastern_development_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_national_specialists SOV_foreign_experts
	}
	x = 0
	y = 1
	relative_position_id = SOV_national_specialists
	cost = 5
	bypass = {
		408 = {
			is_fully_controlled_by = ROOT
			NOT = {
				infrastructure = < 5
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
		}
		409 = {
			is_fully_controlled_by = ROOT ROOT
			NOT = {
				infrastructure = < 5
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
		}
		566 = {
			is_fully_controlled_by = ROOT ROOT
			NOT = {
				infrastructure = < 5
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
		}
		564 = {
			is_fully_controlled_by = ROOT ROOT
			NOT = {
				infrastructure = < 5
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
		}
	}
	available = {
		OR = {
			408 = {
				is_fully_controlled_by = ROOT
			}
			409 = {
				is_fully_controlled_by = ROOT
			}
			566 = {
				is_fully_controlled_by = ROOT
			}
			564 = {
				is_fully_controlled_by = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		set_temp_variable = {
			SOV_states_targeted_eastern_development = 0
		}
		if = {
			limit = {
				408 = {
					is_fully_controlled_by = ROOT
					infrastructure = < 5
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
			}
			408 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
			add_to_temp_variable = {
				SOV_states_targeted_eastern_development = 1
			}
		} {
			limit = {
				409 = {
					is_fully_controlled_by = ROOT
					infrastructure = < 5
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
			}
			409 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = industrial_complex
					level = 1
					instant
# ... (truncated)
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Jet_Engine_Research
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_doctrine, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Jet_Engine_Research
	icon = GFX_goal_generic_air_jet_new
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_doctrine = new_strategic_destruction new_battlefield_support new_operational_integrity
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = DEN_Fighter_Production
	} {
		focus = DEN_CAS_Production
	}
	x = 0
	y = 3
	relative_position_id = DEN_Establish_the_Royal_Airforce
	completion_reward = {
		add_tech_bonus = {
			name = DEN_Jet_Engine_Research
			uses = 1
			bonus = 1
			ahead_reduction = 2
			category = jet_technology
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_jet_idea
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.30
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.30
	title = NSB_soviet_fascist_tsarist.26.t
	desc = NSB_soviet_fascist_tsarist.30.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.30.a
		add_to_faction = FROM
		SOV = {
			country_event = NSB_soviet_fascist_tsarist.26
		}
	}
}
### Entity: Effect Reference
Construct: remove_core_of
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_core_of

* Supported Scopes: STATE
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Removes state as core of country
```
### Entity: National Focus
Tree: chl_focus
Component: CHL_cooperate_with_operation_bolivar
Constructs: has_completed_focus, prerequisite, limit, random_country, has_government, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_cooperate_with_operation_bolivar
	icon = GFX_focus_chi_mission_to_germany
	relative_position_id = CHL_enforce_the_chilean_identity
	x = -2
	y = 2
	cost = 5
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHL_look_to_tradition
			} {
				has_completed_focus = CHL_endorse_the_constitution
			}
		}
	}
	prerequisite = {
		focus = CHL_enforce_the_chilean_identity
	}
	mutually_exclusive = {
		focus = CHL_abide_by_the_francoist_model
	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = fascism
		any_country = {
			original_tag = GER
			has_government = fascism
			is_faction_leader = yes
		}
		is_subject = no
		is_in_faction = no
	}
	bypass = {
		is_in_faction_with = GER
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		add_political_power = 35
		random_country = {
			limit = {
				original_tag = GER
				has_government = fascism
				is_faction_leader = yes
				is_subject = no
			}
			country_event = {
				id = CHL_political_events.32
				days = 2
			}
		}
	}
}
### Entity: Event
Component: mtg_news.2
Constructs: is_triggered_only, has_government
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.2
	title = mtg_news.1.t
	desc = mtg_news.2.desc
	picture = GFX_news_event_ger_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.2.a
		trigger = {
			original_tag = USA
		}
	} {
		name = mtg_news.2.b
		trigger = {
			NOT = {
				original_tag = USA
			}
			OR = {
				has_government = fascism neutrality
			}
		}
	} {
		name = mtg_news.2.c
		trigger = {
			NOT = {
				original_tag = USA
			}
			has_government = communism
		}
	} {
		name = mtg_news.2.d
		trigger = {
			NOT = {
				original_tag = USA
			}
			has_government = democratic
		}
	}
}
### Entity: Effect Reference
Construct: add_attack
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_attack

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Adds attack skill to a character
Example: add_attack = 1
```
### Entity: Decision
Component: form_majapahit_empire_category
Constructs: limit, fire_only_once, has_global_flag, has_dlc, complete_effect, set_cosmetic_tag, add_core_of, set_global_flag
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_majapahit_empire_category = {
	form_majapahit_empire = {
		icon = generic_form_nation
		on_map_mode = decision_view_only
		highlight_states = {
			highlight_state_targets = {
				state = 672 335 334 667 673 668 667 738 669 336 333 1021 1023 1024 1022 1059 1060 1061 1062 1063 1064 1065 1055 1047 1048 1049 1050 1058 1051 1052 1053 1054 1056 1057
			}
		}
		allowed = {

		}
		available = {
			custom_trigger_tooltip = {
				tooltip = form_majapahit_nei_required_states_tt
				controls_state = 672 335 334 667 673 668 667 738 669 1055 1047 1048 1049 1050 1058 1051 1052 1053 1054 1056 1057
			} {
				tooltip = form_majapahit_malaya_required_states_tt
				controls_state = 336 333 1023 1024 1059 1060 1061 1062 1063 1064
			}
			controls_state = 1021 1065
		}
		visible = {
			NOT = {
				has_global_flag = form_majapahit_empire_flag
			}
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				NOT = {
					tag = INS
				}
			}
		}
		complete_effect = {
			set_cosmetic_tag = MAJ_UNIFIED
			custom_effect_tooltip = form_country_nei_coring_states_tt form_country_malaya_coring_states_tt
			hidden_effect = {
				672 = {
					add_core_of = ROOT
				}
				335 = {
					add_core_of = ROOT
				}
				334 = {
					add_core_of = ROOT
				}
				667 = {
					add_core_of = ROOT
				} {
					add_core_of = ROOT
				}
				673 = {
					add_core_of = ROOT
				}
				668 = {
					add_core_of = ROOT
				}
				738 = {
					add_core_of = ROOT
				}
				669 = {
					add_core_of = ROOT
				}
				1055 = {
					add_core_of = ROOT
				}
				1047 = {
					add_core_of = ROOT
				}
				1048 = {
					add_core_of = ROOT
				}
				1049 = {
					add_core_of = ROOT
				}
				1050 = {
					add_core_of = ROOT
				}
				1058 = {
					add_core_of = ROOT
				}
				1051 = {
					add_core_of = ROOT
				}
				1052 = {
					add_core_of = ROOT
				}
				1053 = {
					add_core_of = ROOT
				}
				1054 = {
					add_core_of = ROOT
				}
				1056 = {
					add_core_of = ROOT
				}
				1057 = {
					add_core_of = ROOT
				}
			} {
				336 = {
					add_core_of = ROOT
				}
				333 = {
					add_core_of = ROOT
				}
				1023 = {
					add_core_of = ROOT
				}
				1024 = {
					add_core_of = ROOT
				}
				1059 = {
					add_core_of = ROOT
				}
				1060 = {
					add_core_of = ROOT
				}
				1061 = {
					add_core_of = ROOT
				}
				1062 = {
					add_core_of = ROOT
				}
				1063 = {
					add_core_of = ROOT
				
# ... (truncated)
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_infantry_20
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_infantry_20 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 100
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 90
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 5
	}
}
### Entity: Order of Battle
Component: 45ya Mekhanizirovaniy Korpus
Constructs: division_template
Source: game
File: history/units/SOV_1936.txt

Code:
division = {
	name = 45ya Mekhanizirovaniy Korpus
	location = 11437
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.3
}
### Entity: Shared Focus
Tree: sib_focus
Component: SIB_connect_the_cities
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, random_state, is_core_of, is_controlled_by
Source: game
File: common/national_focus/r56_siberian_union_shared.txt

Code:
shared_focus = {
	id = SIB_connect_the_cities
	icon = GFX_goal_generic_road
	cost = 10
	prerequisite = {
		focus = SIB_siberian_unification
	}
	relative_position_id = SIB_siberian_unification
	x = -2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
	}
	completion_reward = {
		random_state = {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_get_new_project_ID
Constructs: limit, has_country_flag, check_variable, add_to_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_get_new_project_ID = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_get_new_project_ID > THIS=[this.getname] PREV=[prev.getname]
	} {
		limit = {
			check_variable = {
				break = 0
			}
		}
		add_to_array = {
			EAI_PC_target_state = 0
		}
		set_temp_variable = {
			new_project_ = EAI_PC_target_state^num
		}
		subtract_from_temp_variable = {
			new_project_ = 1
		}
	}
	set_temp_variable = {
		new_project_ = -1
	}
	for_each_loop = {
		array = EAI_PC_target_state
		if = {
			limit = {
				check_variable = {
					v = 0
				}
			}
			set_temp_variable = {
				new_project_ = i
			} {
				break = 1
			}
		}
	}
}