Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: DEN_guarantee_tech_sharing
Constructs: limit, check_variable, has_tech_sharing_feature, add_to_tech_sharing_group, add_tech_bonus
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_guarantee_tech_sharing = {
	if = {
		limit = {
			OR = {
				FROM = {
					original_tag = USA
				}
				check_variable = {
					DEN.DEN_guaranteeing_nation = USA
				}
			}
		}
		if = {
			limit = {
				has_tech_sharing_feature = yes
			}
			USA = {
				add_to_tech_sharing_group = DEN_danish_partnership_tech_sharing
				add_tech_bonus = {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.15
					uses = 1
					category = armor
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.15
					uses = 1
					category = artillery
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.15
					uses = 1
					category = infantry_weapons
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.15
					uses = 1
					category = naval_equipment
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.15
					uses = 1
					category = air_equipment
				}
			}
			DEN = {
				add_to_tech_sharing_group = DEN_danish_partnership_tech_sharing
				add_tech_bonus = {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.25
					uses = 1
					category = armor
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.25
					uses = 1
					category = artillery
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.25
					uses = 1
					category = infantry_weapons
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.25
					uses = 1
					category = naval_equipment
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.25
					uses = 1
					category = air_equipment
				}
			}
		}
		else = {
			USA = {
				add_tech_bonus = {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.15
					uses = 1
					category = armor
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.15
					uses = 1
					category = artillery
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.15
					uses = 1
					category = infantry_weapons
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.15
					uses = 1
					category = naval_equipment
				} {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.15
					uses = 1
					category = air_equipment
				}
			}
			DEN = {
				add_tech_bonus = {
					name = DEN_danish_partnership_tech_sharing
					bonus = 0.25
					uses = 1
					category = armor
				} {
		
# ... (truncated)
### Entity: National Focus
Tree: ven_focus
Component: VEN_amphibious_exercises
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_amphibious_exercises
	icon = GFX_goal_generic_landing_craft
	relative_position_id = VEN_marine_forces
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = VEN_marine_forces
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_amphibious_exercises
			bonus = 1.0
			uses = 1
			category = tp_tech
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_german_joint_military_operations
Constructs: prerequisite, has_war, has_war_with, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_german_joint_military_operations
	icon = GFX_focus_ger_oppose_hitler
	prerequisite = {
		focus = ARG_join_the_axis_r56
	}
	x = 41
	y = 4
	cost = 10
	available = {
		country_exists = GER
		NOT = {
			has_war_with = GER
		}
		OR = {
			has_war = no
			GER = {
				has_war = no
			}
		}
	}
	completion_reward = {
		army_experience = 50
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: venezuela.27
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.27
	picture = GFX_report_event_generic_army
	title = venezuela.27.t
	desc = venezuela.27.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.27.a
		transfer_state = 691
	}
}
### Entity: State History
Component: 185
Constructs: add_core_of
Source: game
File: history/states/185-Epirus.txt

Code:
state = {
	id = 185
	name = STATE_185
	manpower = 760900
	state_category = rural
	resources = {
		chromium = 14
		steel = 14
	}
	history = {
		victory_points = {
			10203 1
		} {
			3914 3
		} {
			1205 1
		}
		owner = GRE
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 3
			9805 = {
				naval_base = 1
			}
		}
		add_core_of = GRE
	}
	provinces = {
		841 1106 1205 3914 3980 9805 9837 9916 10203 11786 11895 12001
	}
	local_supplies = 9.0
}
### Entity: Event
Component: india.410
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, set_compliance, set_resistance
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.410
	title = india.410.t
	desc = india.410.desc
	picture = GFX_report_event_picture_RAJ_Naval_Cadets
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 20
		}
		name = india.410.a
		RAJ = {
			add_opinion_modifier = {
				target = ENG
				modifier = RAJ_Hardline_Colonialist_Stance
			}
		}
		effect_tooltip = {
			422 = {
				start_resistance = yes
				set_compliance = 0
				set_resistance = 50
			}
		}
	}
}
### Entity: Character
Component: GHA_nccr
Source: game
File: common/characters/GHA.txt

Code:
GHA_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = GHA_nccr
		allowed = {
			original_tag = GHA
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Modifier Reference
Construct: army_armor_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_armor_speed_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Modifier Reference
Component: GER_south_east_asian_resources_modifier
Constructs: remove_trigger, compliance_gain
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_south_east_asian_resources_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	remove_trigger = {
		ROOT = {
			NOT = {
				controller = {
					original_tag = GER
				}
			}
		}
	}
	local_building_slots_factor = -0.2
	state_resources_factor = 0.25
	compliance_gain = -0.05
}
### Entity: State History
Component: 969
Constructs: add_core_of, add_to_array
Source: game
File: history/states/969-Baahuslen.txt

Code:
state = {
	id = 969
	name = STATE_969
	manpower = 159307
	state_category = rural
	history = {
		owner = SWE
		buildings = {
			infrastructure = 3
		}
		add_core_of = SWE
		add_to_array = {
			state_victory_points = 6310
		}
		victory_points = {
			6310 1
		}
	}
	provinces = {
		171 6310
	}
	local_supplies = 0.0
}
### Entity: Character
Component: NAV_joaquin_vidal_munarriz
Source: game
File: common/characters/NAV.txt

Code:
NAV_joaquin_vidal_munarriz = {
	name = EUS_joaquin_vidal_munarriz
	advisor = {
		slot = high_command
		idea_token = NAV_joaquin_vidal_munarriz
		allowed = {
			original_tag = NAV
		}
		traits = {
			army_entrenchment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: r56_CAN_blue_shirts_02
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_blue_shirts_02 = {
	name = r56_CAN_blue_shirts
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	picture = generic_fascist_army
	removal_cost = -1
	modifier = {
		conscription = 0.035
		fascism_drift = 0.03
	}
}
### Entity: Character
Component: armaments_organizer
Source: game
File: common/country_leader/00_traits.txt

Code:
armaments_organizer = {
	sprite = 10
	random = yes
	conversion_cost_civ_to_mil_factor = -0.2
	production_speed_supply_node_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_provoke_border_clashes
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_provoke_border_clashes
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = CHI_sea_personal_leadership
	}
	mutually_exclusive = {
		focus = CHI_sea_defensive_posture
	}
	x = -1
	y = 1
	relative_position_id = CHI_sea_personal_leadership
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CHI_provoke_border_clashes_effect_tooltip
		set_country_flag = CHI_provoke_border_clashes
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Reform_the_Royal_Indian_Navy
Constructs: shared_focus, limit, completion_reward, add_doctrine_cost_reduction, random_owned_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Reform_the_Royal_Indian_Navy
	icon = GFX_goal_RAJ_native_navy
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = 6
	y = 0
	relative_position_id = RAJ_expand_the_national_air_force_r56
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 35
		add_doctrine_cost_reduction = {
			name = RAJ_Reform_the_Royal_Indian_Navy
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = no
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_republicanism
Constructs: prerequisite, limit, has_government, every_country, is_major, add_opinion_modifier, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_republicanism
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = CHI_constitutional_reform
	}
	x = -1
	y = 1
	relative_position_id = CHI_constitutional_reform
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_country = {
			limit = {
				is_major = yes
				has_government = democratic
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_republicanism
			}
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_stalinist_industrialization
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_stalinist_industrialization
	icon = GFX_goal_communist_factory
	relative_position_id = MPL_communism_victory
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = MPL_communism_victory
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = MPL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CSA_avions_fairey
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/CSA.txt

Code:
CSA_avions_fairey = {
	picture = generic_air_manufacturer_2
	allowed = {
		original_tag = CSA
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_Invite_German
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_capitulated, has_opinion
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_Invite_German
	icon = GFX_focus_chi_mission_to_germany
	text = GEN_invite_german_investors
	prerequisite = {
		focus = VNZ_construction_effort_2
	}
	mutually_exclusive = {
		focus = VNZ_Invite_American
	} {
		focus = VNZ_Invite_Soviets
	}
	x = 6
	y = 1
	relative_position_id = VNZ_construction_effort_2
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			has_government = fascism
		}
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		NOT = {
			OR = {
				original_tag = GER WGR DDR PRE
			}
		}
		AND = {
			OR = {
				GER = {
					exists = yes
					has_capitulated = no
					has_opinion = {
						target = ROOT
						value = > 49
					}
					has_government = ROOT
					NOT = {
						has_war_with = ROOT
					}
				}
				BAY = {
					exists = yes
					has_capitulated = no
					has_opinion = {
						target = ROOT
						value = > 49
					}
					has_government = ROOT
					NOT = {
						has_war_with = ROOT
					}
				}
				PRE = {
					exists = yes
					has_capitulated = no
					has_opinion = {
						target = ROOT
						value = > 49
					}
					has_government = ROOT
					NOT = {
						has_war_with = ROOT
					}
				}
				WGR = {
					exists = yes
					has_capitulated = no
					has_opinion = {
						target = ROOT
						value = > 49
					}
					has_government = ROOT
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
		OR = {
			has_government = democratic fascism neutrality
		}
	}
	completion_reward = {
		GER = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			}
		}
		if = {
			limit = {
				is_historical_focus_on = no
			}
			ROOT = {
				add_ai_strategy = {
					type = befriend
					id = GER
					value = 25
				}
			}
		} {
			limit = {
				GER = {
					has_government = ROOT
					NOT = {
						original_tag = GER WGR DDR PRE
					}
				}
			}
			add_opinion_modifier = {
				target = GER
				modifier = gen_invited_german
			}
		} {
			limit = {
				WGR = {
					has_government = ROOT
					NOT = {
						original_tag = GER PRE DDR WGR
					}
				}
			}
			add_opinion_modifier = {
				target = WGR
				modifier = gen_invited_german
			}
		} {
			limit = {
				PRE = {
					has_government = ROOT
					NOT = {
						original_tag = GER WGR DDR PRE
					}
				}
			}
			add_opinion_modifier 
# ... (truncated)
### Entity: AI Strategy
Component: DOCTRINE_GB_aifc_armored_operations
Constructs: has_doctrine, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_GB_aifc_armored_operations = {
	enable = {
		has_doctrine = infiltration_tactics
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 10
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_develop_hydroelectric_power
Constructs: prerequisite, completion_reward, has_tech, unlock_decision_tooltip, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_develop_hydroelectric_power
	icon = GFX_focus_generic_hydroelectric_energy
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = improved_machine_tools
	}
	prerequisite = {
		focus = AFG_start_the_second_seven_year_plan
	}
	relative_position_id = AFG_start_the_second_seven_year_plan
	completion_reward = {
		unlock_decision_tooltip = AFG_electrify_kabulistan AFG_improve_helmand_irrigation
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = construction_tech electronics
			name = AFG_hydroelectric_power
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: USA_senate_small_opposition
Constructs: set_temp_variable, temp_factor, add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_senate_small_opposition = {
	custom_effect_tooltip = mtg_usa_senate_small_opposition_tt
	set_temp_variable = {
		temp_factor = random
	}
	multiply_temp_variable = {
		temp_factor = -4
	}
	add_to_variable = {
		senators_support = temp_factor
	}
	round_variable = senators_support
	clamp_variable = {
		var = senators_support
		max = senators_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Character
Component: WHY_admiral_caon
Source: game
File: common/characters/WHY.txt

Code:
WHY_admiral_caon = {
	name = Admiral Caon
	portraits = {
		civilian = {
			large = gfx/leaders/WHY/r56w_portrait_WHY_admiral_caon.dds
		}
	}
	navy_leader = {
		traits = {
			r56w_trait_navy_can_swim
		}
		skill = 5
		attack_skill = 5
		defense_skill = 5
		maneuvering_skill = 5
		coordination_skill = 4
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_ally_tito
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, completion_reward, is_puppet_of, is_subject
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_ally_tito
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = GRE_prepare_for_the_great_anti_fascist_war
	}
	available = {
		NOT = {
			YUG = {
				exists = no
				is_puppet_of = GRE
			}
		}
		is_subject = no
	}
	x = -2
	y = 1
	relative_position_id = GRE_prepare_for_the_great_anti_fascist_war
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			AND = {
				has_war = no
				strength_ratio = {
					tag = YUG
					ratio = > 0.6
				}
			}
		}
	}
	bypass = {
		OR = {
			has_global_flag = Tito_killed
			is_in_faction_with = YUG
			YUG = {
				is_puppet_of = GRE
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_BUL_balkan_federation_of_socialist_republics
			name = GRE_corfu_cooperative
		}
		if = {
			limit = {
				YUG = {
					OR = {
						has_government = communism
						has_completed_focus = YUG_recognize_the_soviet_union
					}
				}
			}
			YUG = {
				country_event = {
					id = generic.5
					days = 1
				}
			}
		}
		else_if = {
			limit = {
				YUG = {
					OR = {
						NOT = {
							has_government = communism
							has_completed_focus = YUG_recognize_the_soviet_union
						}
					}
				}
			}
			YUG = {
				country_event = {
					id = bftb_greece.48
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_import_lumber
Constructs: has_completed_focus, prerequisite, limit, joint_focus, add_ideas, has_cosmetic_tag, has_subject, is_hired_as_advisor
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_import_lumber
	icon = GFX_focus_INS_import_lumber
	text_icon = INSHOL_HOL_focus_style
	available = {
		if = {
			limit = {
				has_cosmetic_tag = INS_UNION
				original_tag = INS
			}
			custom_trigger_tooltip = {
				tooltip = INS_is_union_tt
				has_cosmetic_tag = INS_UNION
			}
		}
		else = {
			original_tag = HOL
			has_subject = INS
		}
	}
	prerequisite = {
		focus = INSHOL_agricultural_subsidies
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INSHOL_agricultural_subsidies
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 3
			NOT = {
				has_completed_focus = INSHOL_import_sugar
			}
			has_completed_focus = INSHOL_coffee_plantations
		} {
			factor = 1.1
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.5
			INS = {
				is_ai = no
			}
		} {
			factor = 0.75
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					NOT = {
						custom_trigger_tooltip = {
							tooltip = INS_is_union_tt
							has_cosmetic_tag = INS_UNION
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
						impassable = no
					}
					prioritize = {
						334 1055
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
						impassable = no
					}
					prioritize = {
						1056 673 1051
					}
					ad
# ... (truncated)
### Entity: Unit Template
Component: MPL_MOT_01
Source: game
File: common/units/names_divisions/MPL_names_divisions.txt

Code:
MPL_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		MPL
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		MPL_INF_01
	}
	fallback_name = %dth Motor Division
	ordered = {
		24 = {
			Levantine Lifeguard Div.
		}
		1 = {
			%dst Motor Division
		}
		2 = {
			%dnd Motor Division
		}
		3 = {
			%drd Motor Division
		}
		4 = {
			%dth Motor Division
		}
		5 = {
			%dth Motor Division
		}
		6 = {
			%dth Motor Division
		}
		7 = {
			%dth Motor Division
		}
		8 = {
			%dth Motor Division
		}
		9 = {
			%dth Motor Division
		}
		10 = {
			%dth Motor Division
		}
		11 = {
			%dth Motor Division
		}
		12 = {
			%dth Motor Division
		}
		13 = {
			%dth Motor Division
		}
		14 = {
			%dth Motor Division
		}
		15 = {
			%dth Motor Division
		}
		16 = {
			%dth Motor Division
		}
		17 = {
			%dth Motor Division
		}
		18 = {
			%dth Motor Division
		}
		19 = {
			%dth Motor Division
		}
		20 = {
			%dth Motor Division
		}
		21 = {
			%dst Motor Division
		}
		22 = {
			%dnd Motor Division
		}
		23 = {
			%drd Motor Division
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Dismantle_the_Unions
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Dismantle_the_Unions
	icon = GFX_goal_generic_anti_communism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Reascension_of_the_Aristrocracy
	}
	x = 4
	y = 2
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		add_ideas = den_workplace_discipline
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
	}
}