Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: SOV_build_3_2M_army
Constructs: has_army_manpower, force_build_armies
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
SOV_build_3_2M_army = {
	allowed = {
		tag = SOV
	}
	enable = {
		exists = yes
		AND = {
			date = > 1940.1.1
			has_army_manpower = {
				size = < 3200000
			}
		}
	}
	abort = {
		has_army_manpower = {
			size = > 3200000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 300
	}
}
### Entity: Scripted Effect
Component: BEL_times_gold_reserves_were_spent
Constructs: limit, check_variable, set_variable, remove_dynamic_modifier, add_to_variable
Source: game
File: common/scripted_effects/BEL_scripted_effects.txt

Code:
BEL_times_gold_reserves_were_spent = {
	if = {
		limit = {
			check_variable = {
				BEL_gold_reserves_spending = < 1
			}
		}
		custom_effect_tooltip = BEL_repeatable_four_times_tt
		hidden_effect = {
			set_variable = {
				BEL_gold_reserves_spending = 1
			}
		}
	} {
		limit = {
			check_variable = {
				BEL_gold_reserves_consumer_goods_factor = 0
			}
		}
		remove_dynamic_modifier = {
			modifier = BEL_gold_reserves_dynamic_modifier
		}
	}
	else = {
		add_to_variable = {
			BEL_gold_reserves_spending = 1
		}
		custom_effect_tooltip = BEL_times_gold_reserves_were_spent_tt
	}
}
### Entity: Decision
Component: ARG_island_negotiations_decisions
Source: game
File: common/decisions/categories/ARG_decision_categories.txt

Code:
ARG_island_negotiations_decisions = {
	icon = GFX_decision_category_generic_political_actions
	priority = 35
	picture = GFX_decision_cat_picture_ARG_island_negotiations_decisions
	visible_when_empty = no
	allowed = {
		original_tag = ARG
	}
	visible = {

	}
}
### Entity: AI Strategy
Component: SOV_molotov_active_sov
Constructs: has_idea
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_molotov_active_sov = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_idea = SOV_vyacheslav_molotov
	}
	abort = {
		NOT = {
			has_idea = SOV_vyacheslav_molotov
		}
	}
	ai_strategy = {
		type = befriend
		id = GER
		value = 35
	} {
		type = befriend
		id = JAP
		value = 20
	} {
		type = antagonize
		id = POL
		value = 25
	} {
		type = antagonize
		id = FIN
		value = 25
	} {
		type = antagonize
		id = ENG
		value = 15
	} {
		type = antagonize
		id = USA
		value = 15
	} {
		type = antagonize
		id = FRA
		value = 15
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_personal_leadership
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_command_power, is_country_leader, is_field_marshal, random_character
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_personal_leadership
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = CHI_war_taxes
	}
	x = 0
	y = 1
	relative_position_id = CHI_war_taxes
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_command_power = 30
		IF = {
			limit = {
				any_character = {
					is_country_leader = yes
					is_field_marshal = yes
				}
			}
			random_character = {
				limit = {
					is_country_leader = yes
					is_field_marshal = yes
				}
				add_attack = 1
				add_defense = 1
				add_random_trait = {
					old_guard brilliant_strategist cavalry_officer politically_connected career_officer infantry_officer war_hero
				}
			}
		}
		ELSE = {
			random_character = {
				limit = {
					is_country_leader = yes
				}
				add_field_marshal_role = {
					traits = {

					}
					skill = 2
					attack_skill = 2
					defense_skill = 2
					planning_skill = 2
					logistics_skill = 1
				}
				add_random_trait = {
					old_guard brilliant_strategist cavalry_officer politically_connected career_officer infantry_officer war_hero
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Submarine
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Submarine
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = GEN_Small_Navy
	}
	x = -1
	y = 1
	relative_position_id = GEN_Small_Navy
	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_tech_bonus = {
			name = ss_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_ATTACHE_ENG_attache_improve_relations_SPD
Constructs: has_civil_war, has_opinion, is_in_array
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_attache_strategies.txt

Code:
EAI_DIPLO_ATTACHE_ENG_attache_improve_relations_SPD = {
	enable = {
		tag = SPD
		has_civil_war = yes
		has_opinion = {
			target = ENG
			value = < 30
		}
		NOT = {
			is_in_array = {
				EAI_attache_senders = ENG.id
			}
		}
		date = < 1937.6.1
	}
	abort = {
		NOT = {
			AND = {
				has_opinion = {
					target = ENG
					value = < 40
				}
				NOT = {
					is_in_array = {
						EAI_attache_senders = ENG.id
					}
				}
			}
		}
	}
	reversed = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ENG
		target = improve_relation
		value = 30000
	} {
		type = support
		id = ENG
		value = 10000
	} {
		type = befriend
		id = ENG
		value = 10000
	} {
		type = alliance
		id = ENG
		value = 10000
	}
}
### Entity: Idea
Component: GER_hanna_reitsch
Constructs: research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_hanna_reitsch = {
	ledger = air
	picture = generic_navy_female_europe
	allowed = {
		original_tag = GER
	}
	research_bonus = {
		air_doctrine = 0.1
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_emba_bassin_oil_infrastructure_shared
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, allow_branch, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_emba_bassin_oil_infrastructure_shared
	text = TRK_emba_bassin_oil_infrastructure
	icon = GFX_goal_generic_oil_refinery
	x = 0
	y = 1
	prerequisite = {
		focus = TRK_develop_mining
	}
	relative_position_id = TRK_develop_mining
	text_icon = NORDIC_focus_style
	available = {
		controls_state = 406
	}
	allow_branch = {
		NOT = {
			original_tag = KAZ
		}
		OR = {
			original_tag = UZB TMS TAJ KYR TAN
		}
	}
	bypass = {
		any_other_country = {
			has_completed_focus = TRK_emba_bassin_oil_infrastructure
		}
	}
	cost = 10
	completion_reward = {
		406 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = fuel_silo
				level = 1
				instant_build = yes
			}
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = refining_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Strengthen_the_Labour_Unions
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, has_game_rule, set_country_flag
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Strengthen_the_Labour_Unions
	icon = GFX_goal_generic_socdem
	cost = 10
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	available = {
		NOT = {
			has_completed_focus = DEN_Galvanise_the_German_Minority
		}
		den_cancel_intro_trigger = yes
	}
	mutually_exclusive = {
		focus = DEN_An_Appeal_to_the_Proletariat
	}
	ai_will_do = {
		factor = 20
		modifier = {
			factor = 0
			has_completed_focus = DEN_Initiate_Economic_Reforms
		} {
			add = 1000
			OR = {
				has_game_rule = {
					rule = DEN_AI_BEHAVIOR
					option = SOCIAL_DEMOCRATIC
				} {
					rule = DEN_AI_BEHAVIOR
					option = REPUBLIC
				}
			}
		}
	}
	select_effect = {
		set_country_flag = den_started_soc
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = DEN_Changing_Times
	}
	x = 8
	y = 1
	completion_reward = {
		clr_country_flag = den_conservative_last
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_Initiate_Economic_Reforms
				}
			}
			custom_effect_tooltip = DEN_political_violence_gov_tt
		} {
			limit = {
				has_country_flag = socialdemokratiet_dominating
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
		}
		else = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
		}
		add_ideas = DEN_social_democratic_policies_0
		custom_effect_tooltip = DEN_social_democratic_policies_0_desc
		den_calculate_stratas = yes
		den_remove_conservative_ideas = yes
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_peoples_army
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, has_idea, add_mastery_bonus
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_peoples_army
	text = ETH_peoples_army_focus
	prerequisite = {
		focus = ETH_humanitarian_aid ETH_support_from_the_japanese_communists
	}
	mutually_exclusive = {
		focus = ETH_international_brigades_communist
	}
	relative_position_id = ETH_support_from_the_japanese_communists
	x = 0
	y = 1
	icon = GFX_focus_prc_infiltration
	cost = 10
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = ETH_conservative_high_command_idea
			}
			remove_ideas = ETH_conservative_high_command_idea
		}
		add_mastery_bonus = {
			name = ETH_peoples_army_focus
			bonus = 0.1
			days = 240
			grand_doctrine = mass_assault
			track = infantry
		}
		add_doctrine_cost_reduction = {
			name = ETH_peoples_army_focus
			cost_reduction = 0.25
			uses = 2
			category = land_doctrine
		}
		add_ideas = ETH_peoples_army_idea
	}
}
### Entity: Character
Component: mass_assault_expert
Source: game
File: common/country_leader/00_traits.txt

Code:
mass_assault_expert = {
	sprite = 14
	mass_assault_mastery_gain_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_MARITIME_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_MARITIME_tech_focus = {
	date = > 1936.7.1
	num_of_military_factories = > 25
	check_variable = {
		EAI_FOCUS/AIR/maritime_patrol = global.EAI_ON
	}
	OR = {
		EAI_major_country = yes
		date = > 1939.1.1
	}
}
### Entity: Event
Component: MUN_czech.2
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, has_government, every_country, add_war_support, is_major
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.2
	title = {
		text = MUN_czech.2.t.2
		trigger = {
			has_government = fascism
		}
	} {
		text = MUN_czech.2.t.3
		trigger = {
			has_government = communism
		}
	} {
		text = MUN_czech.2.t.1
	}
	desc = {
		text = MUN_czech.2.d.2
		trigger = {
			has_government = fascism
		}
	} {
		text = MUN_czech.2.d.3
		trigger = {
			has_government = communism
		}
	} {
		text = MUN_czech.2.d.1
	}
	picture = GFX_report_event_gre_rural_rebels
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = CZE_i_caused_the_crisis_TAG
			SDL = {
				set_politics = {
					ruling_party = ROOT
				}
			}
		}
	}
	option = {
		name = MUN_czech.2.a
		ai_chance = {
			factor = 1
		}
		set_global_flag = CZE_ROOT_sudeten_german_quandary_backed_the_paramilitary
		if = {
			limit = {
				date = < 1937.1.1
			}
			add_political_power = -25
			custom_effect_tooltip = generic_skip_one_line_tt
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
			}
		} {
			limit = {
				has_war_with_major = no
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			activate_mission = CZE_sudeten_promise_mission
			effect_tooltip = {
				activate_mission = CZE_sudeten_promise_mission
			}
		}
		else = {
			add_war_support = 0.01
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -250
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			every_country_with_original_tag = {
				original_tag_to_check = CZE
				limit = {
					has_idea = CZE_sudeten_german_quandary
					OR = {
						controls_state = 69 972 74
					}
				}
				country_event = {
					id = MUN_czech.3
				}
				every_country = {
					if = {
						limit = {
							exists = yes
							OR = {
								is_major = yes
								capital_scope = {
									is_on_continent = europe
								}
								is_subject_of = ENG FRA CZE HOL BEL
							}
						}
						news_event = {
							id = MUN_czech.news.1
							hours = 8
						}
					}
				}
			}
		}
		event_option_tooltip = MUN_czech.3.a
	} {
		name = MUN_czech.2.b
		ai_chance = {
			factor = 0
		}
		if = {
			limit = {
				date = < 1937.1.1
			}
			add_political_power = -75
			add_war_support = -0.1
			add_popularity = {
				ideology = ROOT
				popularity = -0.1
			}
		}
		else = {
			add_political_power = -25
			add_war_support = -0.05
			add_popul
# ... (truncated)
### Entity: Character
Component: INS_musso
Constructs: has_completed_focus, has_cosmetic_tag, is_country_leader
Source: game
File: common/characters/INS.txt

Code:
INS_musso = {
	name = INS_musso
	portraits = {
		civilian = {
			large = GFX_portrait_INS_musso
			small = GFX_portrait_INS_musso_small
		}
	}
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = INS_musso
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			has_completed_focus = INS_the_declaration_of_independence
			NOT = {
				has_completed_focus = INS_purge_oppurtunists
			}
		}
		available = {
			NOT = {
				is_country_leader = yes
			}
		}
		traits = {
			INS_returned_from_moscow
		}
		ai_will_do = {
			base = 0.15
			modifier = {
				INS_check_plan_revolution_communist = yes
				add = 1.85
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_SIK_putting_my_money_where_my_mouth_is
Constructs: has_war_with, is_in_faction, declare_war
Source: game
File: common/ai_strategy/r56_SIK.txt

Code:
r56_SIK_putting_my_money_where_my_mouth_is = {
	allowed = {
		original_tag = SIK
	}
	enable = {
		ROOT = {
			exists = yes
			has_war_with = KHM
			is_in_faction = no
		}
		KHM = {
			exists = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = antagonize
		id = KHM
		value = 500
	} {
		type = declare_war
		id = KHM
		value = 500
	} {
		type = invade
		id = KHM
		value = 300
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_transfer_german_tanks
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, is_in_faction_with, is_subject, is_subject_of
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_transfer_german_tanks
	prerequisite = {
		focus = SLO_armor_effort
	}
	relative_position_id = SLO_armor_effort
	available = {
		GER = {
			has_tech = basic_medium_tank
		}
		OR = {
			GER = {
				is_in_faction_with = ROOT
				is_subject = no
				num_of_military_factories = > 14
			}
			AND = {
				is_subject_of = GER
				GER = {
					is_subject = no
					num_of_military_factories = > 14
				}
			}
		}
	}
	icon = GFX_goal_ger_panzers
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				GER = {
					NOT = {
						has_tech = advanced_medium_tank
					} {
						has_tech = improved_medium_tank
					} {
						has_tech = basic_medium_tank
					}
				}
			}
			custom_effect_tooltip = HOL_beginnings_of_a_dutch_blitzkrieg_tt_1
		}
		GER = {
			if = {
				limit = {
					has_tech = main_battle_tank
				}
				create_production_license = {
					target = ROOT
					equipment = {
						type = medium_tank_equipment_3
					}
					cost_factor = 0
				}
				add_equipment_to_stockpile = {
					type = medium_tank_equipment_3
					amount = 250
					producer = GER
				}
			}
			else_if = {
				limit = {
					has_tech = advanced_medium_tank
				}
				create_production_license = {
					target = ROOT
					equipment = {
						type = medium_tank_equipment_2
					}
					cost_factor = 0
				}
				add_equipment_to_stockpile = {
					type = medium_tank_equipment_2
					amount = 250
					producer = GER
				}
			} {
				limit = {
					has_tech = improved_medium_tank
					NOT = {
						has_tech = advanced_medium_tank
					}
				}
				create_production_license = {
					target = ROOT
					equipment = {
						type = medium_tank_equipment_1
					}
					cost_factor = 0
				}
				add_equipment_to_stockpile = {
					type = medium_tank_equipment_1
					amount = 250
					producer = GER
				}
			} {
				limit = {
					has_tech = basic_medium_tank
				}
				create_production_license = {
					target = ROOT
					equipment = {
						type = medium_tank_equipment_1
					}
					cost_factor = 0
				}
				ROOT = {
					add_equipment_to_stockpile = {
						type = medium_tank_equipment_1
						amount = 250
						producer = GER
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTE
# ... (truncated)
### Entity: National Focus
Tree: ven_focus
Component: VEN_attack_south_south_america
Constructs: prerequisite, completion_reward, is_puppet, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_attack_south_south_america
	icon = GFX_goal_generic_attack_argentina
	relative_position_id = VEN_unify_political_command
	x = -5
	y = 3
	cost = 10
	available = {
		is_puppet = no
	}
	mutually_exclusive = {
		focus = VEN_alliance_with_south_south_america
	}
	prerequisite = {
		focus = VEN_alliance_with_bolivia VEN_attack_bolivia
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = CHL ARG
	completion_reward = {
		add_state_claim = 506 954 279 507 1064 1063 1062 509 508 510 511 512 278 1071 1069 1068 1070 1067 1066 1065
		create_wargoal = {
			type = annex_everything
			target = CHL
			expire = 0
			generator = {
				506 954 279 507
			}
		} {
			type = annex_everything
			target = ARG
			expire = 0
			generator = {
				509 508 510 511 512 278
			}
		}
	}
}
### Entity: Character
Component: DEN_paul_ipsen
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_paul_ipsen = {
	name = DEN_paul_ipsen
	portraits = {
		navy = {
			large = GFX_portrait_DEN_paul_ipsen
			small = GFX_portrait_DEN_paul_ipsen_small
		}
	}
	advisor = {
		slot = theorist
		idea_token = DEN_paul_ipsen
		ledger = navy
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			naval_theorist
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
	navy_leader = {
		traits = {
			bold blockade_runner
		}
		skill = 1
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/JAP_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = JAP
		}
		requested_factories = 8
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:JAP_kokura_arsenal_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = JAP
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:JAP_nagoya_arsenal_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = JAP
		}
		requested_factories = 2
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:JAP_nissan_organization
	} {
		equipment = {
			type = light_tank_equipment_1
			creator = JAP
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:JAP_osaka_army_arsenal_organization
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_shipyard_expansion
Constructs: limit, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_shipyard_expansion
	icon = GFX_goal_PHI_coa_navy
	x = 20
	y = 0
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		navy_experience = 10
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 3
			prioritize = {
				628
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			} {
				type = naval_base
				level = 3
				province = {
					all_provinces = yes
					limit_to_coastal = yes
					limit_to_victory_point = yes
				}
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Scripted Trigger
Component: r56_script_standard_bypass
Constructs: has_war_with, is_in_faction_with, is_puppet_of, is_subject_of
Source: game
File: common/scripted_triggers/r56_sanity_scripted_triggers.txt

Code:
r56_script_standard_bypass = {
	OR = {
		exists = no
		has_war_with = ROOT
		is_in_faction_with = ROOT
		is_puppet_of = ROOT
		is_subject_of = ROOT
	}
}
### Entity: Idea
Component: SOV_engineering_push
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_engineering_push = {
	name = SOV_engineering_push
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_exploit_mines
	modifier = {
		industrial_capacity_factory = 0.05
		production_speed_buildings_factor = 0.05
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_electing_a_toqui
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_mapuche_conflict
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_electing_a_toqui
	icon = GFX_focus_CHL_electing_a_toqui
	relative_position_id = CHL_union_araucana
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_la_moderna_araucania CHL_union_araucana
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		NOT = {
			has_completed_focus = CHL_avenge_the_pacification_of_araucania
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		country_event = {
			id = CHL_political_events.73
			hours = 0
		}
		custom_effect_tooltip = CHL_electing_a_toqui_tt CHL_skip_one_line_tt
		IF = {
			limit = {
				has_mapuche_conflict = yes
			}
			CHL_mapuche_conflict_level_up = yes
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: GOE_RAJ.9
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.9
	title = GOE_RAJ.9.t
	desc = GOE_RAJ.9.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.9.a
	}
}