Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Achievement
Component: graveyard_of_empires
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_fully_controlled_by
Source: game
File: common/achievements.txt

Code:
graveyard_of_empires = {
	id = 233
	possible = {
		OR = {
			tag = AFG IRQ PER RAJ
		}
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = graveyard_of_empires_tt
			OR = {
				AFG = {
					has_country_flag = GOE_capitulated_IRQ GOE_capitulated_PER GOE_capitulated_RAJ
					IRQ = {
						all_core_state = {
							is_fully_controlled_by = AFG
						}
					}
					PER = {
						all_core_state = {
							is_fully_controlled_by = AFG
						}
					}
					RAJ = {
						all_core_state = {
							is_fully_controlled_by = AFG
						}
					}
				}
				IRQ = {
					has_country_flag = GOE_capitulated_AFG GOE_capitulated_PER GOE_capitulated_RAJ
					AFG = {
						all_core_state = {
							is_fully_controlled_by = IRQ
						}
					}
					PER = {
						all_core_state = {
							is_fully_controlled_by = IRQ
						}
					}
					RAJ = {
						all_core_state = {
							is_fully_controlled_by = IRQ
						}
					}
				}
				PER = {
					has_country_flag = GOE_capitulated_AFG GOE_capitulated_IRQ GOE_capitulated_RAJ
					AFG = {
						all_core_state = {
							is_fully_controlled_by = PER
						}
					}
					IRQ = {
						all_core_state = {
							is_fully_controlled_by = PER
						}
					}
					RAJ = {
						all_core_state = {
							is_fully_controlled_by = PER
						}
					}
				}
				RAJ = {
					has_country_flag = GOE_capitulated_AFG GOE_capitulated_IRQ GOE_capitulated_PER
					AFG = {
						all_core_state = {
							is_fully_controlled_by = RAJ
						}
					}
					IRQ = {
						all_core_state = {
							is_fully_controlled_by = RAJ
						}
					}
					PER = {
						all_core_state = {
							is_fully_controlled_by = RAJ
						}
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_naval_mine_sweeper
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/ITA_naval.txt

Code:
ITA_naval_mine_sweeper = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		naval_mine_sweeper
	}
	priority = {
		factor = 2
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	mine_sweeper_light_early = {
		priority = {
			factor = 10
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 5
		enable = {
			has_tech = improved_naval_mines
		}
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light
			modules = {
				rear_1_custom_slot = ship_mine_sweeper_1
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = empty
				fixed_ship_fire_control_system_slot = empty
			}
		}
		requirements = {
			module = ship_mine_sweeper_1
		}
		allowed_modules = {
			ship_mine_warfare ship_light_battery ship_anti_air ship_depth_charge ship_fire_control_system light_ship_engine ship_radar ship_sonar
		}
	}
	mine_sweeper_light_late = {
		priority = {
			factor = 100
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 5
		enable = {
			has_tech = basic_dp_light_battery improved_naval_mines
		}
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light
			modules = {
				rear_1_custom_slot = ship_mine_sweeper_1
				mid_1_custom_slot = ship_mine_sweeper_1
				fixed_ship_battery_slot = {
					any_of = {
						dp_light_battery ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		requirements = {
			module = ship_mine_sweeper_1
		}
		allowed_modules = {
			ship_mine_sweeper_1 ship_mine_warfare ship_anti_air ship_light_battery ship_depth_charge ship_fire_control_system light_ship_engine ship_radar ship_sonar
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_tax_reform
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_tax_reform
	prerequisite = {
		focus = PRU_integrate_the_church PRU_leacy_of_Benavides
	}
	icon = GFX_focus_generic_treaty
	x = -2
	y = 4
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = VEN_tax_reform
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_sideline_disloyal_officers
Constructs: prerequisite, limit, completion_reward, every_army_leader, random_select_amount, is_character, add_timed_unit_leader_trait, has_trait
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_sideline_disloyal_officers
	icon = GFX_focus_SIA_sideline_disloyal_officers
	prerequisite = {
		focus = SIA_shuffle_pridi_to_the_minister_of_interior
	}
	x = 4
	y = 1
	relative_position_id = SIA_shuffle_pridi_to_the_minister_of_interior
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = SIA_sideline_disloyal_officers_tt newline_tt
		hidden_effect = {
			every_army_leader = {
				random_select_amount = 2
				limit = {
					NOT = {
						is_character = SIA_rangsit_prayurasakdi SIA_adul_aduldejajaras SIA_plaek_phibunsongkhram SIA_phraya_songsuradet
					}
				}
				add_timed_unit_leader_trait = {
					trait = reassigned
					days = 1460
				}
			} {
				random_select_amount = 2
				limit = {
					NOT = {
						has_trait = reassigned
					}
				}
				add_skill_level = 1
				add_random_trait = {
					irregulars_officer brave trait_SOV_determined engineer_officer commando ranger hill_fighter naval_invader desert_fox trait_mountaineer brilliant_strategist inflexible_strategist
				}
			}
		}
		SIA_increase_civilian_approval = yes
		SIA_decrease_military_approval = yes
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_mixed_industrial_development
Constructs: has_completed_focus, prerequisite, limit, completion_reward, check_variable, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_mixed_industrial_development
	icon = GFX_goal_generic_munitions_factories
	relative_position_id = AUS_the_corporate_model
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_the_corporate_model
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 8
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = AUS
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = AUS
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Idea
Component: MEN_the_new_life_movement_3
Constructs: research_speed_factor, stability_factor, war_support_factor, industrial_capacity_factory, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_the_new_life_movement_3 = {
	name = MEN_the_new_life_movement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		political_power_factor = 0.1
		fascism_drift = 0.01
		stability_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
		war_support_factor = 0.05
		production_factory_max_efficiency_factor = 0.1
		industrial_capacity_factory = 0.05
		consumer_goods_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.05
		research_speed_factor = 0.05
	}
}
### Entity: Scripted Effect
Component: raj_calculate_popularity_post_election
Constructs: set_political_party, limit, has_country_flag, set_popularities, check_variable, add_popularity, add_to_variable, set_variable
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
raj_calculate_popularity_post_election = {
	hidden_effect = {
		set_popularities = {
			democratic = inc_control
			neutrality = upa_control
			fascism = neutral_control
			communism = ifb_control
		}
		set_political_party = {
			ideology = fascism
			popularity = 0
		}
		if = {
			limit = {
				check_variable = {
					inc_control = < 10
				}
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
		} {
			limit = {
				check_variable = {
					upa_control = < 10
				}
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
		} {
			limit = {
				check_variable = {
					ifb_control = < 10
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		} {
			limit = {
				has_country_flag = raj_broaden_coalition
			}
			add_to_variable = {
				pak_influence_daily = -0.01
			}
		}
		set_variable = {
			ind_influence_daily = 0.05
		}
		clear_variable = inc_control upa_control ifb_control neutral_control
	}
}
### Entity: AI Strategy
Component: r56_SOV_bad_kid_TAN
Constructs: has_government, is_ai, is_in_faction_with, is_puppet_of, declare_war
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_bad_kid_TAN = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			has_government = communism
		}
		TAN = {
			is_ai = yes
			OR = {
				NOT = {
					OR = {
						is_in_faction_with = SOV ENG
						is_puppet_of = SOV
					}
				} {
					has_government = communism
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = declare_war
		id = TAN
		value = 500
	} {
		type = antagonize
		id = TAN
		value = 500
	} {
		type = conquer
		id = TAN
		value = 500
	} {
		type = invade
		id = TAN
		value = 500
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Category%3APages_with_unrecognized_icon_strings.html

Doc:
For all pages that call Template:Icon using a non-existent icon string.

This category currently contains no pages or media.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Category:Pages_with_unrecognized_icon_strings&oldid=2260"
### Entity: Character
Component: FIN_communist_revolutionary_leino
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
FIN_communist_revolutionary_leino = {
	random = no
	sprite = 13
	communism_drift = 0.1
	custom_modifier_tooltip = FIN_communist_revolutionary_leino_tt
}
### Entity: Event
Component: kmt.143
Constructs: is_triggered_only, ai_chance, add_political_power, send_embargo, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.143
	title = kmt.143.t
	desc = kmt.143.d
	is_triggered_only = yes
	picture = GFX_report_event_soviet_purge_trial
	option = {
		name = kmt.143.a
		ai_chance = {
			base = 60
		}
		send_embargo = FROM
		custom_effect_tooltip = embargo_relation_tt
	} {
		name = kmt.143.b
		ai_chance = {
			base = 30
		}
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
	} {
		name = kmt.143.c
		ai_chance = {
			base = 10
		}
		add_political_power = -50
	}
}
### Entity: Event
Component: r56i.event.13
Constructs: is_triggered_only
Source: game
File: events/r56i_events.txt

Code:
news_event = {
	id = r56i.event.13
	title = r56i.event.13.title
	desc = r56i.event.13.description
	picture = GFX_news_event_generic_riot
	is_triggered_only = yes
	major = yes
	option = {
		name = r56i.event.13.a
	}
}
### Entity: Modifier Reference
Construct: boost_ideology_mission_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## boost_ideology_mission_factor

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Scripted Effect
Component: MON_jap_high_influence_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_jap_high_influence_decrease_effect = {
	custom_effect_tooltip = MON_jap_tt MON_high_influence_decrease_tt
	add_to_variable = {
		jap_influence_in_mon = MON_high_influence_decrease
	}
	clamp_variable = {
		var = jap_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Idea
Component: NAV_communist_guy
Constructs: has_government
Source: game
File: common/ideas/navarra.txt

Code:
NAV_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = NAV
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: CZE.412
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
news_event = {
	id = CZE.412
	title = CZE.412.t
	desc = CZE.412.d
	picture = GFX_news_event_056
	is_triggered_only = yes
	option = {
		name = CZE.412.a
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_nationalize_the_means_of_production
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, add_opinion_modifier, completion_reward, remove_resource_rights
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_nationalize_the_means_of_production
	icon = GFX_goal_communist_factory
	cost = 10
	prerequisite = {
		focus = PER_recreate_the_persian_socialist_soviet_republic
	}
	x = 9
	y = 3
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		add_ideas = PER_nationalize_the_means_of_production
		remove_ideas = PER_anglo_iranian_oil_company
		ENG = {
			remove_resource_rights = 413
			if = {
				limit = {
					ENG = {
						NOT = {
							has_government = communism
							is_in_faction_with = IRQ
						}
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: Decision
Component: PAL_military_civilian_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/PAL_decision_categories.txt

Code:
PAL_military_civilian_category = {
	icon = power_struggle
	priority = 10
	visible_when_empty = yes
	picture = GFX_decision_cat_picture_concessions_to_the_trade_unions
	allowed = {
		original_tag = PAL
	}
	visible = {
		has_completed_focus = PAL_islamists
		NOT = {
			has_completed_focus = PAL_operation_intisar
		}
	}
}
### Entity: National Focus
Component: GERK_army_with_a_state
Constructs: prerequisite, add_ideas, completion_reward, allow_branch, has_army_manpower
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus = {
	id = GERK_army_with_a_state
	icon = GFX_focus_GER_prussian_legacy
	x = 1
	y = 1
	relative_position_id = GERK_gott_mit_uns
	cost = 10
	allow_branch = {
		original_tag = PRE
	}
	prerequisite = {
		focus = GERK_gott_mit_uns
	}
	available = {
		has_army_manpower = {
			size = > 500000
		}
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRE_army_with_a_state
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_army_wing
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_army_wing
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = NOR_army
	}
	x = -5
	y = 1
	relative_position_id = NOR_army
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CAS_bonus
			bonus = 1.0
			uses = 1
			category = cas_bomber
		}
		army_experience = 10
		air_experience = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP
	}
}
### Entity: AI Strategy
Component: EAI_FIN_dont_join_JAP
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/FIN_EAI.txt

Code:
EAI_FIN_dont_join_JAP = {
	allowed = {
		tag = FIN
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = JAP
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = JAP
		target = offer_join_faction
		value = -5000
	}
}
### Entity: Character
Component: socialist_autocrat
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
socialist_autocrat = {
	random = no
	sprite = 13
	communism_drift = 0.05
	political_power_factor = 0.2
}
### Entity: Event
Component: wtt_warlord.2
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_warlord.2
	title = wtt_warlord.2.t
	desc = wtt_warlord.2.desc
	picture = GFX_report_event_asian_politicians
	is_triggered_only = yes
	option = {
		name = wtt_warlord.2.a
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_armour_more
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_armour_more
	icon = GFX_goal_generic_army_tanks
	x = 5
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_mechanized
	} {
		focus = CHL_armour_effort
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHL_armour_ahead
			bonus = 1
			uses = 2
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: debug_assert
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_assert
* Not available in release build

Toggles asserts on/off
### Entity: Technology
Component: jet_engines
Constructs: research_cost, enable_equipment_modules
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	start_year = 1944
	research_cost = 2
	enable_equipment_modules = {
		tank_gas_turbine_engine jet_engine_1x jet_engine_2x jet_engine_3x jet_engine_4x jet_engine_6x
	}
	desc = JET_ENGINES_SPECIAL
	on_research_complete = {
		custom_effect_tooltip = JET_ENGINES_RESEARCHED
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		rocketry jet_technology
	}
}
### Entity: Modifier Reference
Construct: justify_war_goal_time
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## justify_war_goal_time

* Number with 1 decimal places
* **Categories**: country, aggressive
### Entity: National Focus
Tree: isr_focus
Component: ISR_lessen_soviet_stance
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_lessen_soviet_stance
	icon = GFX_goal_generic_repeal_opressive_law
	relative_position_id = ISR_hashomer
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_hashomer
	}
	mutually_exclusive = {
		focus = ISR_cooperate_maki
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_moderately_strengthen_hashomer
		add_to_variable = {
			ISR_hashomer_max_seats = 3
		} {
			ISR_hashomer_min_seats = 3
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_swpa_protector
Constructs: has_completed_focus, prerequisite, completion_reward, is_subject_of, has_global_flag, is_in_faction_with, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_swpa_protector
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = AST_adopt_westminster
	}
	x = 1
	y = 3
	relative_position_id = AST_support_the_policy_of_appeasement
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			NOT = {
				AST = {
					has_completed_focus = AST_the_singapore_strategy
				}
			}
			factor = 0.2
		}
	}
	available = {
		OR = {
			is_subject_of = ENG
			AND = {
				has_global_flag = ENG_decolonized
				is_in_faction_with = ENG
			}
		}
		336 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		333 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		1059 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		1023 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		1024 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		1021 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		1060 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		1063 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		1064 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		1062 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		1061 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
		1065 = {
			controller = {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		336 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 2
				instant_build = yes
			}
		}
		1062 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
				level = 2
				instant_build = yes
			} {
				t
# ... (truncated)
### Entity: National Focus
Tree: bul_focus
Component: BUL_rocket_effort
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_rocket_effort
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = BUL_aviation_effort_2
	}
	mutually_exclusive = {
		focus = BUL_form_mechanics
	}
	relative_position_id = BUL_aviation_effort_2
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = jet_rocket_bonus
			bonus = 0.5
			uses = 2
			category = rocketry jet_technology
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_rocket_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: Order of Battle
Component: 1a Divisione CC.NN. '23 Marzo'
Constructs: division_template
Source: game
File: history/units/ITA_1936.txt

Code:
division = {
	name = 1a Divisione CC.NN. '23 Marzo'
	location = 12766
	division_template = Camicie Nere
	start_experience_factor = 0.15
}
### Entity: State History
Component: 200
Constructs: add_core_of
Source: game
File: history/states/200-Rivne.txt

Code:
state = {
	id = 200
	name = STATE_200
	manpower = 1294082
	state_category = town
	history = {
		owner = SOV
		add_core_of = SOV UKR
		victory_points = {
			11405 1
		}
		buildings = {
			infrastructure = 3
			air_base = 3
			11405 = {
				dam = 1
			}
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 1
			}
		}
	}
	provinces = {
		429 588 3399 3767 6596 9571 9729 11405 11700
	}
	local_supplies = 0.0
}