Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_GER_portuguese_trade_relation
Constructs: has_war_with, is_historical_focus_on, has_political_power, check_variable, has_opinion
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_portuguese_trade_relation = {
	allowed = {
		tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1940.1.1
		has_political_power = > 100
		check_variable = {
			EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
		}
		NOT = {
			has_war_with = POR
		}
		POR = {
			tungsten = > 200
		} {
			has_opinion = {
				target = ROOT
				value = < 90
			}
		}
	}
	abort = {
		OR = {
			NOT = {
				has_political_power = > 80
			} {
				POR = {
					has_opinion = {
						target = ROOT
						value = < 90
					}
				}
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = POR
		value = 500
	}
}
### Entity: Event
Component: tfv_new_zealand.2
Constructs: is_triggered_only
Source: game
File: events/TFV_New_Zealand.txt

Code:
country_event = {
	id = tfv_new_zealand.2
	title = tfv_new_zealand.2.t
	desc = tfv_new_zealand.2.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = tfv_new_zealand.2.a
	}
}
### Entity: Unit Template
Component: MEX_SS_HISTORICAL
Source: game
File: common/units/names_ships/MEX_ship_names.txt

Code:
MEX_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		MEX
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = ARM 
	fallback_name = Submarino No.%d
	unique = {
		Pedro Sainz de Baranda David Porter Virgilio Uribe Blas Godínez Tomás Marín Ponciano Arriaga Mariano Matamoros Felipe Xicotencatl Ignacio Altamirano Ignacio de la Llave Juan Aldama Leandro Valle Sebastián Lerdo de Tejada Benito Juárez Netzahualcóyotl Manuel Azueta Nicolás Bravo Hermenegildo Galeana Ignacio Allende Mariano Abasolo Guadalupe Victoria Francisco Javier Mina
	}
}
### Entity: Event
Component: bftb_news.5
Constructs: is_triggered_only, has_state_flag, is_core_of
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.5
	title = bftb_news.5.t
	desc = bftb_news.5.desc
	picture = GFX_news_event_macedonia_bulgaria_united
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.5.a
		trigger = {
			tag = BUL
		}
	} {
		name = bftb_news.5.b
		trigger = {
			NOT = {
				tag = BUL
			}
			OR = {
				any_state = {
					has_state_flag = BUL_bulgarian_reintegration_campaign_flag
					is_core_of = PREV
				}
				AND = {
					tag = YUG
					OR = {
						106 = {
							has_state_flag = BUL_bulgarian_reintegration_campaign_flag
						}
						803 = {
							has_state_flag = BUL_bulgarian_reintegration_campaign_flag
						}
					}
				} {
					tag = ROM
					77 = {
						has_state_flag = BUL_bulgarian_reintegration_campaign_flag
					}
				} {
					tag = GRE
					OR = {
						731 = {
							has_state_flag = BUL_bulgarian_reintegration_campaign_flag
						}
						184 = {
							has_state_flag = BUL_bulgarian_reintegration_campaign_flag
						}
					}
				}
			}
		}
	} {
		name = bftb_news.5.c
		trigger = {
			NOT = {
				tag = BUL
			} {
				any_state = {
					has_state_flag = BUL_bulgarian_reintegration_campaign_flag
					is_core_of = PREV
				}
			} {
				OR = {
					AND = {
						tag = YUG
						OR = {
							106 = {
								has_state_flag = BUL_bulgarian_reintegration_campaign_flag
							}
							803 = {
								has_state_flag = BUL_bulgarian_reintegration_campaign_flag
							}
						}
					} {
						tag = ROM
						77 = {
							has_state_flag = BUL_bulgarian_reintegration_campaign_flag
						}
					} {
						tag = GRE
						OR = {
							731 = {
								has_state_flag = BUL_bulgarian_reintegration_campaign_flag
							}
							184 = {
								has_state_flag = BUL_bulgarian_reintegration_campaign_flag
							}
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Rely_on_the_Trade_Unions
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Rely_on_the_Trade_Unions
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	cost = 10
	prerequisite = {
		focus = PAK_Seize_Royal_Assets
	} {
		focus = PAK_Collectivisation
	}
	x = 3
	y = 5
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_ideas = PAK_Rely_on_the_Trade_Unions
	}
}
### Entity: Character
Component: CAR_ar
Source: game
File: common/characters/CAR.txt

Code:
CAR_ar = {
	advisor = {
		slot = high_command
		idea_token = CAR_ar
		ledger = army
		allowed = {
			original_tag = CAR
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Event
Component: poland.62
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.62
	title = poland.62.t
	desc = poland.62.d
	picture = GFX_report_event_boleslaw_refused
	is_triggered_only = yes
	option = {
		name = poland.62.a
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_united_states_of_brazil
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_stability, set_cosmetic_tag
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_united_states_of_brazil
	icon = GFX_focus_BRA_us_of_south_america
	x = 0
	y = 1
	relative_position_id = BRA_free_speech
	prerequisite = {
		focus = BRA_free_speech
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_factories = > 25
		has_stability = > 0.7
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_cosmetic_tag = BRA_united_states_of_brazil_cos_tag
		add_ideas = BRA_us_of_brazil
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_communists_in_the_government
Constructs: prerequisite, completion_reward, set_politics, swap_ideas, remove_idea, add_idea, unlock_national_focus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_communists_in_the_government
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_end_fascism_at_all_costs
	}
	icon = GFX_focus_generic_soviet_politics
	x = 0
	y = 1
	relative_position_id = SPR_end_fascism_at_all_costs
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = communism
		}
		swap_ideas = {
			remove_idea = SPR_popular_front_3
			add_idea = SPR_popular_front_4
		}
		unlock_national_focus = SPR_red_bulwark_in_the_west SPR_increase_arms_production
		custom_effect_tooltip = SPR_communists_in_the_government_tt
	}
}
### Entity: Scripted Trigger
Component: is_north_korean_state
Constructs: is_north_korean_state
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
is_north_korean_state = {
	OR = {
		state = 527 1028
	}
}
### Entity: Scripted Trigger
Component: EAI_heavy_armor_tank_design_priority
Constructs: set_temp_variable, has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_heavy_armor_tank_design_priority = {
	set_temp_variable = {
		_check_xp = 300
	}
	EAI_XP_has_army_check_xp = yes
	EAI_heavy_armor_tank_design_focus = yes
	NOT = {
		has_design_based_on = heavy_tank_chassis
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_army_maneuvers
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_army_maneuvers
	icon = GFX_goal_CRO_coa_army
	prerequisite = {
		focus = CRO_home_guard
	}
	x = 7
	y = 1
	relative_position_id = CRO_home_guard
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = CRO_army_maneuvers
			cost_reduction = 0.8
			uses = 2
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: wtt_soviet_hold_city.2
Constructs: is_triggered_only, save_event_target_as
Source: game
File: events/WTT_Soviet.txt

Code:
country_event = {
	id = wtt_soviet_hold_city.2
	title = wtt_soviet_hold_city_t_fail
	desc = wtt_soviet_hold_city_d_fail
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			217 = {
				CONTROLLER = {
					save_event_target_as = controller
				}
			}
		}
	}
	option = {
		name = wtt_soviet_hold_city_o_fail
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_long_operational_range
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, add_to_variable, add_ace
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_long_operational_range
	icon = GFX_focus_generic_long_range_aircraft
	mutually_exclusive = {
		focus = JAP_sea_sturdy_aircraft
	}
	prerequisite = {
		focus = JAP_escort_efficiency
	}
	relative_position_id = JAP_escort_efficiency
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_aichi_organization = {
				add_mio_size = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		JAP_add_or_modify_army_and_naval_air_services = yes
		add_to_variable = {
			JAP_airforce_air_range_factor = 0.15
			tooltip = air_range_factor_tt
		} {
			JAP_airforce_air_defence_factor = -0.05
			tooltip = air_defence_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ace = {
			name = Saburo
			surname = Sakai
			callsign = Sky Samurai
			type = fighter_unique
		} {
			name = Kaneyoshi
			surname = Muto
			callsign = Sky Musashi
			type = fighter_unique
		} {
			name = Naoshi
			surname = Kanno
			callsign = The Destroyer
			type = fighter_unique
		} {
			name = Tetsuzo
			surname = Iwamoto
			callsign = Tiger Tetsu
			type = fighter_unique
		}
	}
}
### Entity: Idea
Component: KMT_confucian_opposition
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_confucian_opposition = {
	picture = POL_the_peasants_strike
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		stability_factor = -0.1
		political_power_factor = -0.1
		production_speed_buildings_factor = -0.05
	}
}
### Entity: Event
Component: egypt.46
Constructs: is_triggered_only, add_stability, fire_only_once, add_political_power, create_wargoal, puppet_wargoal_focus
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.46
	picture = GFX_report_event_EGY_nasser_speech
	title = egypt.46.t
	desc = egypt.46.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.46.a
		add_political_power = -5
	} {
		name = egypt.46.b
		add_stability = -0.05
		create_wargoal = {
			type = puppet_wargoal_focus
			target = EGY
			expire = 0
		}
		hidden_effect = {
			news_event = {
				id = r56.news_event.1116
				hours = 6
			}
		}
	}
}
### Entity: Operation
Component: resistance_support_coordinate_groups
Source: game
File: common/operation_phases/lar_resistance_support.txt

Code:
resistance_support_coordinate_groups = {
	name = resistance_support_coordinate_groups
	desc = resistance_support_coordinate_groups_desc
	outcome = resistance_support_coordinate_groups_outcome
	picture = GFX_phase_resistance_support_coordinate_groups
	icon = GFX_phase_resistance_support_coordinate_groups_small
	equipment = {
		civilian_factories = {
			amount = 2
			days = 45
		}
	}
}
### Entity: Event
Component: mongol_soviet_puppet.18
Constructs: is_triggered_only, limit, every_state, is_core_of, add_core_of, is_claimed_by, add_claim_by, every_other_country
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.18
	title = mongol_soviet_puppet.18.t
	desc = mongol_soviet_puppet.18.d
	picture = GFX_report_event_MON_great_khural_assembly
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.18.a
		every_state = {
			limit = {
				is_core_of = SOV
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		} {
			limit = {
				is_claimed_by = SOV
				NOT = {
					is_claimed_by = ROOT
				}
			}
			add_claim_by = ROOT
		}
		every_other_country = {
			limit = {
				is_subject_of = SOV
			}
			ROOT = {
				puppet = PREV
			}
		}
		SOV = {
			every_unit_leader = {
				set_nationality = ROOT
			}
		}
		annex_country = {
			target = SOV
			transfer_troops = yes
		}
		set_cosmetic_tag = MON_ONE_UNION
	}
}
### Entity: Character
Component: JAP_first_secretary_of_the_jcp_trait
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_first_secretary_of_the_jcp_trait = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	communism_drift = 0.04
}
### Entity: Unit Leader
Component: silent_hunter
Source: game
File: common/unit_leader/00_traits.txt

Code:
silent_hunter = {
	type = navy
	modifier = {
		naval_torpedo_reveal_chance_factor = -0.15
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	any_parent = {
		seawolf
	}
	mutually_exclusive = lancer
	gui_row = 2
	gui_column = 1
}
### Entity: Order of Battle
Component: Divisione Ascari Eritrea
Constructs: division_template
Source: game
File: history/units/ITA_1936_african_oob_for_fragmentation.txt

Code:
division_template = {
	name = Divisione Ascari Eritrea
	division_names_group = ITA_COL_01
	template_counter = 67
	obsolete = yes
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 1
			y = 0
		} {
			x = 1
			y = 1
		}
	}
	priority = 0
}
### Entity: Country History
Country: GDC
Component: GDC_army
Source: game
File: history/countries/GDC - Guangdong.txt

Code:
# OOB & Army Setup for GDC
oob = GDC_1936_sea
### Entity: Order of Battle
Component: 507e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 507e Rgt. de Chars de Combat
	location = 3629
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
}
### Entity: Scripted Effect
Component: SIA_decrease_economic_intervention_r56
Constructs: limit, add_stability, has_idea, swap_ideas, remove_idea, add_idea, add_popularity
Source: game
File: common/scripted_effects/SIA_scripted_effects_r56.txt

Code:
SIA_decrease_economic_intervention_r56 = {
	if = {
		limit = {
			has_idea = SIA_sluggish_industrialization_r56
		}
		swap_ideas = {
			remove_idea = SIA_sluggish_industrialization_r56
			add_idea = SIA_sluggish_industrialization_1_r56
		}
	}
	else_if = {
		limit = {
			has_idea = SIA_modest_industrialization_r56
		}
		swap_ideas = {
			remove_idea = SIA_modest_industrialization_r56
			add_idea = SIA_sluggish_industrialization_r56
		}
	} {
		limit = {
			has_idea = SIA_heavy_handed_industrialization_r56
		}
		swap_ideas = {
			remove_idea = SIA_heavy_handed_industrialization_r56
			add_idea = SIA_modest_industrialization_r56
		}
	} {
		limit = {
			has_idea = SIA_heavy_handed_industrialization_1_r56
		}
		swap_ideas = {
			remove_idea = SIA_heavy_handed_industrialization_1_r56
			add_idea = SIA_heavy_handed_industrialization_r56
		}
	} {
		limit = {
			has_idea = SIA_overzealous_industrialization_r56
		}
		swap_ideas = {
			remove_idea = SIA_overzealous_industrialization_r56
			add_idea = SIA_heavy_handed_industrialization_1_r56
		}
	} {
		limit = {
			has_idea = SIA_sluggish_industrialization_improved_r56
		}
		swap_ideas = {
			remove_idea = SIA_sluggish_industrialization_improved_r56
			add_idea = SIA_sluggish_industrialization_1_improved_r56
		}
	} {
		limit = {
			has_idea = SIA_modest_industrialization_improved_r56
		}
		swap_ideas = {
			remove_idea = SIA_modest_industrialization_improved_r56
			add_idea = SIA_sluggish_industrialization_improved_r56
		}
	} {
		limit = {
			has_idea = SIA_heavy_handed_industrialization_improved_r56
		}
		swap_ideas = {
			remove_idea = SIA_heavy_handed_industrialization_improved_r56
			add_idea = SIA_modest_industrialization_improved_r56
		}
	} {
		limit = {
			has_idea = SIA_heavy_handed_industrialization_1_improved_r56
		}
		swap_ideas = {
			remove_idea = SIA_heavy_handed_industrialization_1_improved_r56
			add_idea = SIA_heavy_handed_industrialization_improved_r56
		}
	} {
		limit = {
			has_idea = SIA_overzealous_industrialization_improved_r56
		}
		swap_ideas = {
			remove_idea = SIA_overzealous_industrialization_improved_r56
			add_idea = SIA_heavy_handed_industrialization_1_improved_r56
		}
	} {
		limit = {
			has_idea = SIA_modest_mixed_economy_r56
		}
		swap_ideas = {
			remove_idea = SIA_modest_mixed_economy_r56
			add_idea = SIA_modern_market_economy_r56
		}
	} {
		limit = {
			has_idea = SIA_heavy_handed_i
# ... (truncated)
### Entity: National Focus
Tree: lit_focus
Component: LIT_baltic_navy
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction, random_navy_leader, add_unit_leader_trait
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_baltic_navy
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = LIT_a_separate_branch
	}
	x = 0
	y = 1
	relative_position_id = LIT_a_separate_branch
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.75
			uses = 1
			category = naval_doctrine
		}
		random_navy_leader = {
			add_unit_leader_trait = green_water_expert
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_tank_buster_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_tank_buster_MODULE_FOCUS = {
	OR = {
		EAI_CAS_military_focus = yes
		EAI_TAC_military_focus = yes
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_byzantine_themata
Constructs: prerequisite, add_war_support, completion_reward
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_byzantine_themata
	icon = GFX_focus_GRE_byzantine_themata
	prerequisite = {
		focus = GRE_phoideratoi
	} {
		focus = GRE_the_die_is_cast
	}
	x = 1
	y = 1
	relative_position_id = GRE_phoideratoi
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = byz_restore_byzantine_empire_category_tt
	}
}
### Entity: Order of Battle
Component: air_wing_849
Source: game
File: history/units/ITA_1939_air_legacy.txt

Code:
air_wings = {
	849 = {
		fighter_equipment_0 = {
			owner = ITA
			amount = 54
		}
		tac_bomber_equipment_0 = {
			owner = ITA
			amount = 24
		}
		nav_bomber_equipment_1 = {
			owner = ITA
			amount = 24
		}
	}
}
### Entity: National Focus
Component: bulgarian_focus
Constructs: has_completed_focus, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit, random_country, add_ideas
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus_tree = {
	id = bulgarian_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = BUL
			has_dlc = Battle for the Bosporus
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1500
	}
	focus = {
		id = BUL_acquire_modern_tools
		icon = GFX_goal_generic_production2
		x = 12
		y = 0
		cost = 5
		available = {

		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
		}
		completion_reward = {
			add_ideas = BUL_national_industry_01
			add_tech_bonus = {
				name = BUL_acquire_modern_tools
				bonus = 0.5
				uses = 1
				category = industry
			}
		}
	} {
		id = BUL_improve_the_road_system
		prerequisite = {
			focus = BUL_acquire_modern_tools
		}
		icon = GFX_goal_generic_construction
		relative_position_id = BUL_acquire_modern_tools
		x = -11
		y = 1
		cost = 10
		available = {

		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			every_owned_state = {
				limit = {
					has_state_flag = BUL_initial_bulgarian_state_flag
					NOT = {
						state = 48
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			48 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		id = BUL_attract_foreign_capitals
		prerequisite = {
			focus = BUL_improve_the_road_system
		}
		icon = GFX_goal_generic_intelligence_exchange
		relative_position_id = BUL_improve_the_road_system
		x = -2
		y = 1
		cost = 10
		mutually_exclusive = {
			focus = BUL_invigorate_national_industry
		}
		available = {

		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			random_owned_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			hidden_effect = {
				add_dynamic_modifier = {
					modifier = BUL_foreign_industry_dynamic_modifier
				}
			} {
				activate_targeted_decision = {
					target = GER
					decision = BUL_ge
# ... (truncated)
### Entity: Event
Component: mandate_palestine.1
Constructs: is_triggered_only, add_ideas, complete_national_focus, set_power_balance, set_value, unlock_national_focus
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.1
	title = mandate_palestine.1.t
	desc = mandate_palestine.1.d
	picture = GFX_report_event_MPL_revolt
	is_triggered_only = yes
	option = {
		name = mandate_palestine.1.a
		complete_national_focus = MPL_arab_revolt
		effect_tooltip = {
			add_ideas = MPL_arab_revolt_1
		} {
			set_power_balance = {
				id = MPL_power_balance
				left_side = MPL_arab_side
				right_side = MPL_jewish_side
				set_value = 0
			}
		}
		hidden_effect = {
			unlock_national_focus = MPL_start
		}
		custom_effect_tooltip = newline_tt MPL_bop_warning
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_43
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_43 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 43
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 43
	}
}
### Entity: Modifier Reference
Component: r56_PAL_religion_issue
Constructs: research_speed_factor, stability_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_PAL_religion_issue = {
	research_speed_factor = PAL_religion_research
	production_speed_buildings_factor = PAL_religion_construction
	political_power_factor = PAL_religion_pp
	stability_factor = PAL_religion_stability
	industrial_capacity_factory = PAL_religion_factory_output
	army_speed_factor = PAL_religion_speed
	army_org_factor = PAL_religion_organisation
	army_org_regain = PAL_religion_recovery
	icon = GFX_idea_raj_marginalized_muslim_community_angry
}