Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: DOD_yugoslavia.43
Constructs: is_triggered_only, ai_chance
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.43
	title = DOD_yugoslavia.41.t
	desc = DOD_yugoslavia.43.desc
	picture = GFX_report_event_canadian_soldiers
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.43.a
		ai_chance = {
			base = 30
		}
	}
}
### Entity: Modifier Reference
Component: FIN_finnish_navy
Constructs: refit_speed
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
FIN_finnish_navy = {
	enable = {
		always = yes
	}
	icon = GFX_idea_FIN_finnish_navy
	experience_gain_navy_factor = FIN_finnish_navy_experience_gain_navy_factor
	mines_planting_by_fleets_factor = FIN_finnish_navy_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = FIN_finnish_navy_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = FIN_finnish_navy_navy_spirit_category_type_cost_factor
	custom_modifier_tooltip = FIN_finnish_navy_dynamic_modifier_tt
	convoy_retreat_speed = FIN_finnish_navy_convoy_retreat_speed
	refit_speed = FIN_finnish_navy_refit_speed
	spotting_chance = FIN_finnish_navy_spotting_chance
	repair_speed_factor = FIN_finnish_navy_repair_speed_factor
	production_speed_dockyard_factor = FIN_finnish_navy_production_speed_dockyard_factor
	industrial_capacity_dockyard = FIN_finnish_navy_industrial_capacity_dockyard
	extra_marine_supply_grace = FIN_finnish_navy_extra_marine_supply_grace
	naval_invasion_capacity = FIN_finnish_navy_naval_invasion_capacity
	naval_mines_effect_reduction = FIN_finnish_navy_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = FIN_finnish_navy_experience_gain_navy_unit_factor
	naval_coordination = FIN_finnish_navy_naval_coordination
	naval_equipment_upgrade_xp_cost = FIN_finnish_navy_naval_equipment_upgrade_xp_cost
}
### Entity: Event
Component: generic.4
Constructs: is_triggered_only, has_completed_focus, limit, has_government, complete_national_focus
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.4
	title = generic.4.t
	desc = generic.4.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = generic.4.a
		trigger = {
			AND = {
				FROM = {
					has_government = democratic
				}
				has_government = democratic
			}
		}
	} {
		name = generic.4.b
		trigger = {
			AND = {
				FROM = {
					has_government = fascism
				}
				has_government = fascism
			}
		}
		if = {
			limit = {
				original_tag = LAT
				FROM = {
					original_tag = GER
				}
				has_completed_focus = LAT_alignment_with_germany
			}
			uncomplete_national_focus = {
				focus = LAT_alignment_with_germany
				uncomplete_children = yes
			}
			complete_national_focus = LAT_the_thunder_strikes_alone
		}
	} {
		name = generic.4.c
		trigger = {
			AND = {
				FROM = {
					has_government = communism
				}
				has_government = communism
			}
		}
	} {
		name = generic.4.e
		trigger = {
			NOT = {
				AND = {
					FROM = {
						has_government = democratic
					}
					has_government = democratic
				} {
					FROM = {
						has_government = fascism
					}
					has_government = fascism
				} {
					FROM = {
						has_government = communism
					}
					has_government = communism
				}
			}
		}
		if = {
			limit = {
				original_tag = LAT
				FROM = {
					original_tag = GER
				}
				has_completed_focus = LAT_alignment_with_germany
			}
			uncomplete_national_focus = {
				focus = LAT_alignment_with_germany
				uncomplete_children = yes
			}
			complete_national_focus = LAT_the_thunder_strikes_alone
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: Character
Component: ALB_kristo_cajupi
Source: game
File: common/characters/ALB.txt

Code:
ALB_kristo_cajupi = {
	advisor = {
		slot = high_command
		idea_token = ALB_kristo_cajupi
		ledger = army
		allowed = {
			original_tag = ALB
		}
		traits = {
			army_concealment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Kristo Cajupi
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_3
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_model_capitalist_society
Constructs: prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_model_capitalist_society
	icon = GFX_focus_generic_the_giant_wakes
	relative_position_id = LIT_privatise_lithuanian_railroads
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_support_domestic_entrepreneurs
	} {
		focus = LIT_privatise_lithuanian_railroads
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		has_idea = LIT_vytautas_petrulis
	}
	completion_reward = {
		add_ideas = LIT_model_capitalist_economy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Name List
Component: RAJ_FRA
Source: game
File: common/names/r56_names.txt

Code:
RAJ_FRA = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav Devi Kumar Das Kaur Ram Yadav Kumari Lal Bai Khatun Mandal Ali Sharma Ray Mondal Khan Sah Patel Prasad Patil Ghosh Pal Sahu Gupta Shaikh Bibi Sekh Begam Biswas Sarkar Paramar Khatoon Mahto Ansari Nayak Rathod Jadhav Mahato Rani Barman Behera Mishra Chand Roy Begum Saha Paswan Thakur Thakor Ahamad Chauhan Pawar Majhi Bano Naik Pradhan Alam Shinde Malik Sardar Nath Raut Bauri Shaik Chandra Patra Jha Murmu Solanki Cauhan Shah Prakash Sinh Pandey Patal Munda Dutta Chaudhari Raj Pandit Jain Kamble Manjhi Rana Molla Chaudhary Makavan Jena Chakraborty Pathan Gayakwad Nisha Vasav Debnath Rai More Varma Uddin Karmakar Bag Jana Sih
	}
	callsigns = {

	}
}
### Entity: Event
Component: mtg_netherlands.60
Constructs: is_triggered_only, ai_chance, add_political_power, random_days, create_wargoal, puppet_wargoal_focus
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.60
	title = mtg_netherlands.60.t
	desc = mtg_netherlands.60.d
	picture = GFX_report_event_hol_prins_bernhard
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.60.a
		ai_chance = {
			factor = 9
		}
		FROM = {
			country_event = {
				id = mtg_netherlands.61
				days = 1
				random_days = 3
			}
			effect_tooltip = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
				}
			}
		}
	} {
		name = mtg_netherlands.60.b
		ai_chance = {
			factor = 1
		}
		add_political_power = -100
		FROM = {
			country_event = {
				id = mtg_netherlands.62
				days = 1
				random_days = 3
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.265
Constructs: is_triggered_only, limit, has_country_flag, clr_country_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.265
	title = NSB_soviet_foreign_politics_events.265.t
	desc = NSB_soviet_foreign_politics_events.265.desc
	picture = GFX_report_event_japanese_reply
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.265.a
		if = {
			limit = {
				has_country_flag = SOV_hokkaido_included_in_peace_deal_flag
			}
			clr_country_flag = SOV_hokkaido_included_in_peace_deal_flag
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_remove_soviet_sympathizers
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_remove_soviet_sympathizers
	icon = GFX_goal_generic_anti_communism
	prerequisite = {
		focus = EST_jaan_tonison EST_constitutional_referendumm
	}
	relative_position_id = EST_jaan_tonison
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = EST_remove_soviet_sympathizers
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_crush_the_communists
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_crush_the_communists
	prerequisite = {
		focus = BUL_the_tsars_regime BUL_appoint_right_wing_ministers
	}
	icon = GFX_focus_spr_crush_the_revolution
	relative_position_id = BUL_the_tsars_regime
	x = 4
	y = 1
	cost = 5
	available = {
		NOT = {
			has_country_flag = BUL_bs_legalized_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 70
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
		BUL_zveno_low_loyalty_increase_effect = yes
		BUL_bs_high_loyalty_decrease_effect = yes
		BUL_bs_medium_popularity_decrease_effect = yes
		BUL_bzns_low_loyalty_increase_effect = yes
		BUL_nsm_low_loyalty_increase_effect = yes
		divide_variable = {
			BUL_broad_socialist_opression_cost_standard = 2
		}
		custom_effect_tooltip = BUL_reduced_communist_oppression_cost_tt BUL_stability_impact_tt BUL_crush_the_communists_tt
		hidden_effect = {
			set_variable = {
				stability_impact = BUL_bs_popularity
			}
			divide_variable = {
				stability_impact = 1000
			}
			add_to_variable = {
				stability_impact = party_popularity@communism
			}
			multiply_variable = {
				stability_impact = -1
			}
			add_stability = stability_impact
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = BUL_appoint_right_wing_ministers
				}
			}
			custom_effect_tooltip = BUL_crush_the_communists_no_cooperation_tt
		}
	}
}
### Entity: Idea
Component: idea_GUAY_demoralized_troops_URG
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_demoralized_troops_URG = {
	picture = SPR_disbanded_army
	removal_cost = -1
	targeted_modifier = {
		tag = URG
		army_org_factor = -0.12
		army_attack_factor = -0.12
		army_defence_factor = -0.12
		army_speed_factor = -0.25
	}
}
### Entity: Idea
Component: CHI_defend_our_coasts_hidden
Constructs: has_dlc, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/china.txt

Code:
CHI_defend_our_coasts_hidden = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		naval_bomber = {
			instant = yes
			naval_strike_attack = 0.05
			naval_strike_targetting = 0.05
			build_cost_ic = -0.075
		}
	}
	modifier = {
		naval_strike_agility_factor = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_BC_navy_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_BC_navy_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/battlecruiser = global.EAI_OFF
		} {
			EAI_FOCUS/NAVY/battlecruiser_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_Battlecruiser_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/battlecruiser EAI_FOCUS/NAVY/battlecruiser_OVERRIDE
			}
		}
	}
}
### Entity: Character
Component: DOM_domingo_de_los_santos_ortiz
Source: game
File: common/characters/DOM.txt

Code:
DOM_domingo_de_los_santos_ortiz = {
	advisor = {
		slot = army_chief
		idea_token = DOM_domingo_de_los_santos_ortiz
		allowed = {
			original_tag = DOM
		}
		traits = {
			army_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Domingo de los Santos Ortiz
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_expand_the_university_of_belgrad
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_expand_the_university_of_belgrad
	icon = GFX_focus_research
	prerequisite = {
		focus = YUG_improve_serbian_rail_network
	}
	x = 0
	y = 4
	relative_position_id = YUG_develop_military_industry
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: DOD_hungary.27
Constructs: is_triggered_only, limit, add_opinion_modifier, give_guarantee, add_ai_strategy, is_faction_leader, add_to_faction, is_in_faction
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.27
	title = DOD_hungary.27.t
	desc = DOD_hungary.27.desc
	picture = GFX_report_event_hungarian_soldiers
	is_triggered_only = yes
	option = {
		name = DOD_hungary.27.a
		add_opinion_modifier = {
			target = HUN
			modifier = took_stand_for_us
		}
		HUN = {
			give_guarantee = SWE
		}
		add_ai_strategy = {
			type = alliance
			id = SWE
			value = 200
		}
		if = {
			limit = {
				HUN = {
					is_faction_leader = yes
				}
			}
			HUN = {
				add_to_faction = SWE
			}
		} {
			limit = {
				SWE = {
					is_faction_leader = yes
				}
			}
			SWE = {
				add_to_faction = HUN
			}
		} {
			limit = {
				SWE = {
					is_in_faction = no
				}
				HUN = {
					is_in_faction = no
				}
			}
			HUN = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = SWE_HUN_ALLIANCE
				add_to_faction = SWE
			}
		}
	}
}
### Entity: Idea
Component: USA_maritime_commission
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_maritime_commission = {
	picture = generic_sea_focused_navy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_ready_the_resistance
Constructs: prerequisite, limit, completion_reward, has_capitulated, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_ready_the_resistance
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = LAT_threat_on_our_border
	}
	mutually_exclusive = {
		focus = LAT_cave_to_enemy_pressure
	}
	x = 0
	y = 1
	relative_position_id = LAT_threat_on_our_border
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_DLC = Man the Guns
			}
			has_capitulated = yes
		} {
			limit = {
				NOT = {
					has_DLC = Man the Guns
				}
			}
			surrender_progress = > 0.5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 2
		} {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_German_Economic_Collaboration
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, has_country_flag, completion_reward, set_country_flag
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_German_Economic_Collaboration
	icon = GFX_goal_generic_fascist_bills
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Join_the_Axis
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ALLIANCE
	}
	x = -3
	y = 5
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = DEN_Join_the_Axis
				NOT = {
					has_country_flag = den_schalburg_recruited
				}
			}
			custom_effect_tooltip = den_frederik_recruit_tt
			set_country_flag = den_schalburg_recruited
		}
		remove_ideas = DEN_stagnant_economy
		add_to_variable = {
			den_middle_equilibrium = 10
			tooltip = den_middle_equilibrium_tooltip
		}
		den_calculate_middle = yes
		add_ideas = den_german_economic_collaboration
	}
}
### Entity: Wiki Documentation
Construct: html
Constructs: html, limit
Source: wiki
File: wiki/Peace_conference.html

Doc:
This article is considered accurate for the current version of the game.

Victors take turns to make demands.
When the enemy finally surrenders the game initiates a Peace Conference.

HOI3's peace system was extremely simplistic and easy to exploit and did not really capture WWII and looking at our other games a peace system like Europa Universalis where a war leader dictates terms also does not really fit with WWII. So we set out to make something completely new!

So how does it work? During a war your participation as a member in the war is tracked compared to the rest. Remember Mussolini’s famous quote when about to join the war against France and UK "I only need a few thousand dead so that I can sit at the peace conference as a man who has fought"? We actually track casualties now and that will also factor into your participation score. Most important however is actually conquering enemy territory.

In multiplayer a peace conference will pause the game and let everyone see what is decided in the conference even if you yourself is not in the war. Points representing the total value of things to grab among the losers is divvied out to the winners depending on what their war participation was at. Each country then takes turns deciding on what will happen to the losers. When you have less points than the person after you its their turn (you can also pass if you like) and on and on it goes until everyone has passed or run out of points. The losers have no say in this unless they have offered up a conditional surrender early on in which case they must approve the conference as well.

The above means that we can now model historical decisions to make sense. For example, there is a reason for USA to get involved in both the pacific war and Europe and not let Stalin decide the outcome on his own there. Taking control of Germany and liberating France will be a race for Berlin and will color how Europe looks after the war ends. The idea is very much to give you the feeling of the Yalta conference where Stalin’s position was very strong and the other heads of governments had less say.

War participation affects how many demands you can make in peace conferences.
The cost of different options depends on wargoals selected before the peace conference so anyone with justified reasons will be able to get those things cheaper, and it will be more costly for others to sele
# ... (truncated)
### Entity: Idea
Component: SPR_Civ_Factory_Idea
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_Civ_Factory_Idea = {
	picture = generic_goods_red_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.3
	}
}
### Entity: Idea
Component: aeronautica_industrial_sa
Constructs: has_completed_focus, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
aeronautica_industrial_sa = {
	allowed = {
		original_tag = SPR
	}
	available = {
		has_completed_focus = SPR_Strat
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	traits = {
		bomber_producer_defense_1
	}
	modifier = {

	}
	research_bonus = {
		air_equipment = 0.15
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: PAN_ferdinando_hernandez_ytuarte
Source: game
File: common/characters/PAN.txt

Code:
PAN_ferdinando_hernandez_ytuarte = {
	advisor = {
		slot = navy_chief
		idea_token = PAN_ferdinando_hernandez_ytuarte
		allowed = {
			original_tag = pan
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Ferdinando Hernandez Ytuarte
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_final_infrastructure_funding
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_final_infrastructure_funding
	icon = GFX_goal_generic_road
	prerequisite = {
		focus = SWE_swedish_state_railways
	}
	relative_position_id = SWE_swedish_state_railways
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				140
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				138
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				969
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				139
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}