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

Code:
EAI_PC_antiair = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_AA
	} {
		_project_type_id = @EAI_PC_antiair_TYPE_ID
	} {
		_project_priority = @EAI_PC_antiair_PRIO
	}
	EAI_PC_antiair_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_antiair_STRATEGIES = 1
			}
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_antiair
		}
		EAI_PC_save_project_inputs = yes
		for_each_loop = {
			array = _target_states_
			var:v = {
				EAI_PC_get_project_inputs = yes
				EAI_PC_start_project = yes
			}
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_1
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_1 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 1
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 1
	}
}
### Entity: Character
Component: royal_court_dignitary_r56
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
royal_court_dignitary_r56 = {
	sprite = 13
	random = no
	neutrality_drift = 0.05
	party_popularity_stability_factor = 0.1
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_lithuanian_preservationism
Constructs: prerequisite, has_government, completion_reward, add_political_power, add_timed_idea, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_lithuanian_preservationism
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = LIT_secure_a_loyal_cabinet
	}
	x = -5
	y = 0
	relative_position_id = LIT_integrate_the_opposition
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
		add_timed_idea = {
			idea = LIT_lithuanian_preservationism
			days = 360
		}
		swap_ideas = {
			add_idea = LIT_seimas_idea_2
			remove_idea = LIT_seimas_idea_1
		}
	}
}
### Entity: Event
Component: lar_collab_gov.1
Constructs: is_triggered_only
Source: game
File: events/LaR_espionage_operations.txt

Code:
country_event = {
	id = lar_collab_gov.1
	title = lar_collab_gov.1.t
	desc = lar_collab_gov.1.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = traitors
	}
}
### Entity: Modding Documentation
Construct: Effects
Source: vanilla_docs
File: common/doctrines/grand_doctrines/_documentation.md

Doc:
## Scripting Activation Effects

Grand Doctrines, Milestones, Subdoctrines and Rewards all support scripting the following things as "activation effects":
### Entity: Character
Component: PAR_emilio_melgarejo
Source: game
File: common/characters/PAR.txt

Code:
PAR_emilio_melgarejo = {
	name = Emilio Melgarejo
	portraits = {
		civilian = {
			large = GFX_portrait_Emilio_Melgarejo
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			silent_workhorse quartermaster_general
		}
		expire = 1950.1.1.12
		id = -1
	}
}
### Entity: Scripted Effect
Component: GRE_default_on_italian_debt_effect
Constructs: add_opinion_modifier, set_temp_variable, add_to_variable, set_variable
Source: game
File: common/scripted_effects/GRE_scripted_effects.txt

Code:
GRE_default_on_italian_debt_effect = {
	custom_effect_tooltip = GRE_default_on_italian_debt_effect_tt
	hidden_effect = {
		set_temp_variable = {
			a = GRE_debt_to_the_ifc_italy_var
		}
		add_to_variable = {
			GRE_debt_to_the_ifc_paid_var = a
		}
		set_variable = {
			var = GRE_debt_to_the_ifc_italy_var
			value = 0
		}
		GRE_debt_check_effect = yes
		ITA = {
			add_opinion_modifier = {
				target = GRE
				modifier = GRE_reneged_on_debt
			}
		}
	}
}
### Entity: Idea
Component: SWE_political_commisars
Constructs: has_civil_war
Source: game
File: common/ideas/sweden.txt

Code:
SWE_political_commisars = {
	picture = generic_fascism_drift_bonus
	cancel = {
		has_civil_war = yes
	}
	modifier = {
		experience_gain_army_factor = -0.1
		experience_gain_navy_factor = -0.1
		experience_gain_air_factor = -0.1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_united_kingdom_of_brazil_and_portugal
Constructs: prerequisite, has_war_with, completion_reward, has_war_with_major, is_in_faction_with, is_subject, has_subject
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_united_kingdom_of_brazil_and_portugal
	icon = GFX_focus_por_the_kingdom_reunited
	x = -2
	y = 1
	relative_position_id = BRA_use_the_national_security_law
	prerequisite = {
		focus = BRA_use_the_national_security_law
	}
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			OR = {
				has_war_with_major = yes
				is_in_faction_with = POR
			}
		}
	}
	available = {
		any_other_country = {
			original_tag = POR
			exists = yes
			is_subject = no
		}
	}
	bypass = {
		OR = {
			has_subject = POR
			POR = {
				exists = no
			}
			has_war_with = POR
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = BRA_united_kingdom_of_brazil_and_portugal_tt
		POR = {
			country_event = {
				id = JUNO_brazil_events.60
				hours = 1
			}
		}
	}
}
### Entity: Character
Component: KMT_cult_of_personality
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_cult_of_personality = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Country History
Country: DEN
Component: DEN_politics
Constructs: set_stability, set_war_support
Source: game
File: history/countries/DEN - Denmark.txt

Code:
# Politics & Parties for DEN
set_stability = 0.9
set_war_support = 0.1
### Entity: AI Strategy
Component: SOV_coming_to_getcha_iran
Constructs: has_completed_focus, is_in_faction, is_subject, has_capitulated
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_coming_to_getcha_iran = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_completed_focus = SOV_preemptive_invasion_of_iran
		PER = {
			exists = yes
			is_in_faction = no
			is_subject = no
			has_capitulated = no
		}
	}
	abort = {
		OR = {
			surrender_progress = > 0.5
			PER = {
				OR = {
					exists = no
					is_in_faction = yes
					is_subject = yes
					has_capitulated = yes
				}
			}
		}
	}
	ai_strategy = {
		type = antagonize
		id = PER
		value = 200
	} {
		type = conquer
		id = PER
		value = 200
	}
}
### Entity: Character
Component: YUG_milutin_nedic
Source: game
File: common/characters/YUG.txt

Code:
YUG_milutin_nedic = {
	name = YUG_milutin_nedic
	portraits = {
		army = {
			large = GFX_Portrait_yugoslavia_milutin_nedic
			small = GFX_portrait_YUG_milutin_nedic_small
		}
	}
	field_marshal = {
		traits = {
			thorough_planner
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = YUG_milutin_nedic
		allowed = {
			original_tag = YUG
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ADVISOR_country_has_pick_order
Source: game
File: common/scripted_triggers/EAI_COUNTRY_advisor_triggers.txt

Code:
EAI_ADVISOR_country_has_pick_order = {
	OR = {
		tag = GER ITA JAP USA ENG FRA SOV FIN CHI
	}
}
### Entity: Character
Component: QUE_trade_unionist
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
QUE_trade_unionist = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.1
	industrial_capacity_factory = 0.05
}
### Entity: Decision
Component: unite_the_levant_category
Source: game
File: common/decisions/categories/r56_formable_categories.txt

Code:
unite_the_levant_category = {
	icon = generic_formable_nations
	picture = GFX_decision_category_unite_the_levant
	priority = 20
	on_map_area = {
		name = GEN_control_of_these_states_is_required_to_form_the_nation
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				OR = {
					state = 680 677 554 553 454 949 966 455 1021 1022
				}
			}
		}
		zoom = 450
	}
}
### Entity: Military Industrial Organization
Component: BRA_imbel_organization
Constructs: has_completed_focus, has_dlc, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BRA_organization.txt

Code:
BRA_imbel_organization = {
	name = bra_infantry_equipment_manufacturer
	include = generic_infantry_equipment_organization
	icon = GFX_idea_imbel
	allowed = {
		original_tag = BRA
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	available = {
		OWNER = {
			has_completed_focus = BRA_R56_imbel
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: Idea
Component: PAL_slight_civilian_power_idea
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_slight_civilian_power_idea = {
	picture = chi_war_of_resistance
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		consumer_goods_factor = -0.12
		political_power_factor = -0.1
		conscription_factor = -0.05
	}
}
### Entity: Event
Component: AFG_political_events.158
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, has_civil_war, add_timed_idea, add_ai_strategy, send_volunteers_desire
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.158
	title = AFG_political_events.158.t
	desc = AFG_political_events.158.desc
	picture = GFX_report_event_SOV_tank_column
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AFG_political_events.158.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					NOT = {
						has_government = fascism
					}
					has_civil_war = yes
				}
			}
		}
		custom_effect_tooltip = AFG_political_events_51_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = AFG_aid_fascists_cw
				days = 730
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = FROM
				value = 200
			}
			add_relation_rule_override = {
				target = AFG
				can_send_volunteers = yes
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = AFG_political_events.160
			}
		}
	} {
		name = AFG_political_events.158.b
		ai_chance = {
			base = 0
			modifier = {
				factor = 10
				OR = {
					NOT = {
						has_government = fascism
					}
					has_civil_war = yes
				}
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = AFG_political_events.159
			}
		}
	}
}
### Entity: Decision
Component: PAL_liberal_conservative_category
Constructs: has_government
Source: game
File: common/decisions/categories/PAL_decision_categories.txt

Code:
PAL_liberal_conservative_category = {
	icon = power_struggle
	priority = 1000
	visible_when_empty = yes
	allowed = {
		original_tag = PAL
	}
	visible = {
		has_government = democratic
	}
	scripted_gui = palestine_liberalism_bar
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_ban_the_communist_party
Constructs: prerequisite, add_stability, completion_reward, set_temp_variable, add_popularity, set_country_flag
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_ban_the_communist_party
	icon = GFX_focus_BRA_ban_communist_party
	x = 2
	y = 1
	relative_position_id = BRA_court_the_military
	prerequisite = {
		focus = BRA_court_the_military
	}
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {
		communism = < 0.2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		hidden_effect = {
			set_temp_variable = {
				var = ban_ideology_var
				value = party_popularity@communism
			}
			multiply_temp_variable = {
				var = ban_ideology_var
				value = -1
			} {
				var = ban_ideology_var
				value = 0.66
			}
			add_popularity = {
				ideology = communism
				popularity = ban_ideology_var
			}
			set_country_flag = banned_communism_flag
		}
		custom_effect_tooltip = ban_communist_party_tt BRA_ban_the_communist_party_dynamic_tt
		add_stability = ban_ideology_var
	}
}
### Entity: Character
Component: army_radio_intelligence_2
Constructs: initiative_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
army_radio_intelligence_2 = {
	random = no
	sprite = 15
	civilian_intel_factor = 0.06
	army_intel_factor = 0.06
	navy_intel_factor = 0.06
	airforce_intel_factor = 0.06
	initiative_factor = 0.04
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Idea
Component: SIA_national_cultural_preservation_act_r56_idea
Constructs: industrial_capacity_factory, has_country_leader, removal_cost, conscription_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_national_cultural_preservation_act_r56_idea = {
	name = SIA_towards_a_great_thai_empire_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		NOT = {
			has_country_leader = {
				character = SIA_plaek_phibunsongkhram
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	picture = generic_fascist_workers
	modifier = {
		conscription_factor = 0.2
		non_core_manpower = 0.04
		weekly_casualties_war_support = 0.001
		political_power_factor = -0.2
		industrial_capacity_factory = 0.08
		industrial_capacity_dockyard = 0.08
		army_leader_start_attack_level = 1
	}
}
### Entity: Effect Reference
Construct: remove_building
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_building

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

```
Removes a building in a targeted state or province.
Example:

remove_building = {
	type = air_base
	level = 1 # how many levels to remove
	state = 32 # or a variable like var:target_state
}

The building can also be specified through tags.
Example:
remove_building = {
	tags = facility # can be a single tag or a { }-wrapped list of tags
	level = 1 # how many levels to remove
	province = 500 # or a variable like var:target_province
}

You can manually specify either a state or province as per the examples above. Both values and variables are supported.
The effect can also be called without specifying province or state if used within a state scope:

remove_building = {
	type = air_base
	level = 1 # how many levels to remove
}

In this case, the building type must be a state building.

Note that this effect will NOT recursively find province buildings from a state when no province has been specified.

```
### Entity: Trigger Reference
Construct: any_province_building_level
Constructs: any_province_building_level, limit
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_province_building_level

* Supported Scopes: STATE
* Supported Targets: any

```
In the current state, checks if any province within the specified limit has a building of the specified level.
Example:
any_province_building_level = {
  province = {
    id = 421  # Only check specific provinces instead of all in state, can specify multiple provinces on multiple lines.
    all_provinces = yes  # default: no. Mutually exclusive with 'id = xxx']
    limit_to_border = yes  # default: no. Only border provinces.
    limit_to_coastal = yes  # default: no. Only coastal provinces.
    limit_to_victory_point = yes  # default: no. Only provinces with > 0 victory points.
    limit_to_naval_base = yes  # default: no. Only provinces with a naval base.
  }
  building = bunker  # Building type.
  level < 3  # Building level to check.
}
```
### Entity: Idea
Component: strategic_strike_spirit
Constructs: has_air_force_command, has_doctrine, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
strategic_strike_spirit = {
	ledger = air
	available = {
		AND = {
			has_air_force_command = yes
			has_doctrine = new_strategic_destruction
		}
	}
	modifier = {
		air_strategic_bomber_bombing_factor = 0.1
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/r56_decision_category_wide_picture_definitions.txt

Code:
defined_text = {
	name = get_my_wide_picture_text
	text = {
		trigger = {
			original_tag = PER
		}
		localization_key = r56_decision_wide_picture_text_PER
	} {
		localization_key = r56_decision_wide_picture_text_TAG
	}
}
### Entity: Character
Component: AFG_azam_ataullah
Source: game
File: common/characters/AFG.txt

Code:
AFG_azam_ataullah = {
	advisor = {
		slot = high_command
		idea_token = AFG_azam_ataullah
		ledger = army
		allowed = {
			original_tag = AFG
		}
		traits = {
			army_infantry_3
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	}
	name = AFG_azam_ataullah
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.1
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag, add_offsite_building
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.1
	title = mtg_usa_foreign_support.1.t
	desc = mtg_usa_foreign_support.1.desc
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.1.a
		ai_chance = {
			factor = 70
		}
		add_political_power = 25
		set_country_flag = USA_foreign_support_donations_approved
		FROM = {
			country_event = mtg_usa_foreign_support.2
		}
		effect_tooltip = {
			FROM = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
			}
		}
	} {
		name = mtg_usa_foreign_support.1.b
		ai_chance = {
			factor = 30
		}
		add_political_power = -25
		FROM = {
			country_event = mtg_usa_foreign_support.3
		}
	}
}
### Entity: Character
Component: BOL_german_busch_beccera
Constructs: has_government, has_dlc
Source: game
File: common/characters/BOL.txt

Code:
BOL_german_busch_beccera = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = high_command
			idea_token = BOL_german_busch_beccera
			allowed = {
				original_tag = BOL
			}
			traits = {
				army_infantry_2
			}
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				trait_mountaineer skilled_staffer
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
			visible = {
				NOT = {
					has_government = fascism
				}
			}
		}
		portraits = {
			army = {
				large = GFX_portrait_BOL_german_busch
				small = GFX_portrait_BOL_german_busch_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BOL_german_busch_beccera
			allowed = {
				original_tag = BOL
			}
			traits = {
				popular_figurehead
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_2
			}
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_industrial_3_effect
Constructs: add_resource
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_industrial_3_effect = {
	add_resource = {
		type = tungsten
		amount = 3
	} {
		type = chromium
		amount = 3
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_optimize_production_lines
Constructs: has_completed_focus, prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_optimize_production_lines
	icon = GFX_SOV_optimize_production_lines_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_shift_to_armaments_production
	}
	x = 0
	y = 3
	relative_position_id = SOV_shift_to_armaments_production
	cost = 10
	available = {
		SOV_third_five_year_plan_available = yes
		custom_trigger_tooltip = {
			tooltip = SOV_fyp_controlled_factories_tier_4_tt
			NOT = {
				num_of_controlled_factories = < SOV_fyp_factory_requirement_tier_4
			}
		}
		NOT = {
			has_completed_focus = SOV_curtailment_of_the_collective_farms
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			SOV_fyp_production_factory_efficiency_gain_factor = 0.05
		} {
			SOV_fyp_production_factory_start_efficiency_factor = 0.05
		} {
			SOV_fyp_industrial_capacity_factory = 0.02
		}
		custom_effect_tooltip = SOV_optimize_production_lines_ns_tt
		add_tech_bonus = {
			name = SOV_optimize_production_lines
			bonus = 1
			uses = 2
			category = cat_production
		}
	}
}
### Entity: Modding Documentation
Construct: key
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
# Using a standard loc key
custom_effect_tooltip = WHILE_FOCUSING
### Entity: Idea
Component: bureau_of_ships_focus
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/usa.txt

Code:
bureau_of_ships_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_navy_bonus
	modifier = {
		naval_equipment_upgrade_xp_cost = -0.1
	}
	equipment_bonus = {
		ship_hull_heavy = {
			build_cost_ic = -0.05
			instant = yes
		}
		ship_hull_carrier = {
			build_cost_ic = -0.05
			instant = yes
		}
		ship_hull_cruiser = {
			build_cost_ic = -0.05
			instant = yes
		}
		ship_hull_light = {
			build_cost_ic = -0.05
			instant = yes
		}
		ship_hull_submarine = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_crush_our_eastern_rival
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, has_navy_size, complete_tooltip, create_wargoal
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_crush_our_eastern_rival
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = SOV_civil_war_rule_over_the_mongols
	}
	x = -1
	y = 1
	relative_position_id = SOV_civil_war_rule_over_the_mongols
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		has_navy_size = {
			size = > 15
		}
		r56_script_i_am_sane = yes
		JAP = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		JAP = {
			r56_script_standard_bypass = yes
		}
	}
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				MAN = {
					exists = yes
					owns_state = 761
					is_subject = no
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = MAN
				expire = 0
				generator = {
					761
				}
			}
		} {
			limit = {
				JAP = {
					exists = yes
					owns_state = 745
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = JAP
				expire = 0
				generator = {
					745
				}
			}
		}
		add_state_claim = 655 745 761 714 715 610 716
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Building
Component: spawn_points
Constructs: disable_auto_nudging
Source: game
File: common/buildings/00_buildings.txt

Code:
spawn_points = {
	nuclear_reactor_spawn = {
		type = state
		max = 1
	}
	special_project_facility_spawn = {
		type = province
		max = 1
	}
	rocket_site_spawn = {
		type = state
		max = 1
	}
	naval_base_spawn = {
		type = province
		max = 1
		only_costal = yes
	}
	dam_spawn = {
		type = province
		max = 1
		disable_auto_nudging = yes
	}
	locks_spawn = {
		type = province
		max = 1
		disable_auto_nudging = yes
	}
}