Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Effect Reference
Construct: add_to_temp_array
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_to_temp_array

* Supported Scopes: any
* Supported Targets: none

```
Adds an element to a temporary array
Example: add_to_temp_array = {
	array = array_name
	value = 42 #optional, if not defined adds scope
	index = 3 #optional, default is end. otherwise elements are shifted
}
#shorter usage: add_to_temp_array = { array_name = 42 }
```
### Entity: Wiki Documentation
Construct: Land
Source: wiki
File: wiki/Units.html

Doc:
Land[edit]

Main article: Land units

Land units in Hearts of Iron IV are represented on the map by divisions. Divisions subdivide into brigades and then into battalions, and can be customized via the Division Planner. There can be a maximum of five brigades in a division and up to five battalions in a brigade. Divisions can also have up to five support companies attached to them. Known division templates at this stage of development include the iconic German panzer divisions, British tank brigades, cavalry divisions and the ubiquitous infantry division. Known brigades include light, medium and heavy tanks, infantry (both foot-mobile and motorised), cavalry, engineers, recon and artillery. Known support companies are: anti-air, anti-tank, artillery, rocket artillery, recon, engineers, field hospitals, logistics, military police, maintenance and signals.
### Entity: Scripted Effect
Component: indonesia_sjarifuddin_focus_effect
Constructs: add_country_leader_role, add_popularity
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_sjarifuddin_focus_effect = {
	INS_amir_sjarifuddin_harahap = {
		add_country_leader_role = {
			promote_leader = yes
			country_leader = {
				ideology = socialism
				expire = 1965.1.1.1
				traits = {
					INS_compromising_centrist
				}
			}
		}
	}
	add_popularity = {
		ideology = communism
		popularity = 0.05
	}
}
### Entity: Event
Component: kmt.110
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.110
	title = kmt.110.t
	desc = kmt.110.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = kmt.110.a
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_fortification_studies
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_fortification_studies
	icon = GFX_goal_generic_fortification
	prerequisite = {
		focus = SWE_collectivization_phase_one
	}
	relative_position_id = SWE_collectivization_phase_one
	mutually_exclusive = {

	}
	x = 0
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			uses = 2
			category = construction_tech
		}
	}
}
### Entity: Modding Documentation
Construct: mastery
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## mastery
* Arguments: mastery amount, [optional] track name

Give doctrine mastery, globally or to a specific track
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ENG
		}
		requested_factories = 7
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:ENG_rsaf_enfield_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = ENG
		}
		requested_factories = 2
		progress = 0.3
		efficiency = 100
	} {
		equipment = {
			type = light_tank_equipment_2
			creator = ENG
		}
		requested_factories = 2
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:ENG_vauxhall_organization
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_107
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_107 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 107
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_107
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			107
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Character
Component: NAV_julian_grimau_garcia
Source: game
File: common/characters/NAV.txt

Code:
NAV_julian_grimau_garcia = {
	name = EUS_julian_grimau_garcia
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NAV_julian_grimau_garcia
		allowed = {
			original_tag = NAV
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: SPA_anti_anarchist_offensive
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_anti_anarchist_offensive = {
	picture = SPR_nationalist_remnants
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = SPC
		attack_bonus_against = 0.15
		defense_bonus_against = 0.05
	}
}
### Entity: State History
Component: 1045
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/1045-Vlore.txt

Code:
state = {
	id = 1045
	name = STATE_1045
	resources = {

	}
	history = {
		owner = ALB
		victory_points = {
			11767 3
		} {
			13391 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			11767 = {
				naval_base = 4
			}
		}
		add_core_of = ALB
		add_claim_by = ITA GRE
	}
	provinces = {
		11767 13391
	}
	manpower = 98767
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 5.0
}
### Entity: Unit Template
Component: LIB_SS_HISTORICAL
Source: game
File: common/units/names_ships/LIB_ship_names.txt

Code:
LIB_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		LIB
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = LRS 
	fallback_name = Submarine %d
	unique = {
		Abolition Grace Free Man Thrust Hope
	}
}
### Entity: AI Strategy
Component: infantry_SIA
Source: game
File: common/ai_templates/templates_SIA.txt

Code:
infantry_SIA = {
	available_for = {
		SIA
	}
	role = infantry
	upgrade_prio = {
		base = 5
	}
	infantry_early = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 2
			}
		}
		target_template = {
			support = {
				logistics_company = 1
				artillery = 1
			}
			regiments = {
				infantry = 9
			}
		}
		replace_at_match = 0.9
		replace_with = infantry_mid
		target_min_match = 0.8
	}
	infantry_mid = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				date = > 1941.1.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				logistics_company = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
			}
			regiments = {
				infantry = 9
				artillery_brigade = 1
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_incorporate_local_organizations
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_incorporate_local_organizations
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = SOV_administrative_reforms SOV_a_new_theory_of_revolution
	}
	x = 0
	y = 2
	relative_position_id = SOV_administrative_reforms
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = SOV_local_organizations_idea
	}
}
### Entity: AI Strategy
Component: suppression_SIA
Constructs: has_war
Source: game
File: common/ai_templates/templates_SIA.txt

Code:
suppression_SIA = {
	role = suppression
	available_for = {
		SIA
	}
	upgrade_prio = {
		base = 0.5
		modifier = {
			factor = 20
			has_war = yes
		}
	}
	suppression_generic = {
		reinforce_prio = 0
		custom_icon = 13
		upgrade_prio = {
			base = 2
		}
		target_template = {
			support = {
				military_police = 1
			}
			regiments = {
				cavalry = 9
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_australian_command
Constructs: division_template, prerequisite, has_war, completion_reward, is_subject_of, is_in_faction_with, is_locked, random_controlled_state
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_australian_command
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = AST_the_ultimate_overseas_duty
	}
	relative_position_id = AST_the_ultimate_overseas_duty
	x = 1
	y = 2
	cost = 5
	available = {
		has_war = yes
		OR = {
			is_subject_of = ENG
			is_in_faction_with = ENG
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST = {
			division_template = {
				name = British Expeditionary Division
				is_locked = yes
				support = {
					artillery = {
						x = 0
						y = 0
					}
					recon = {
						x = 0
						y = 1
					}
				}
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
			}
			random_controlled_state = {
				prioritize = {
					523
				}
				create_unit = {
					division = name = "British Expeditionary Division" division_template = "British Expeditionary Division" start_experience_factor = 0.8 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					owner = AST
					allow_spawning_on_enemy_provs = no
					count = 10
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_chief_of_airforce generic_skip_one_line_tt available_chief_of_navy generic_skip_one_line_tt
		show_ideas_tooltip = AST_charles_burnett AST_guy_royle
		AST_victor_crutchley = {
			add_naval_commander_role = {
				traits = {
					crisis_magician mine_craft
				}
				skill = 3
				attack_skill = 3
				defense_skill = 2
				coordination_skill = 1
				maneuvering_skill = 4
				legacy_id = -1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Event
Component: SEA_PHI_political_events.62
Constructs: is_triggered_only, ai_chance, add_ideas, add_relation_rule_override
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.62
	title = SEA_PHI_political_events.62.t
	desc = SEA_PHI_political_events.62.desc
	picture = GFX_report_event_spr_spanish_civil_war
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.62.a
		trigger = {
			country_exists = SPA
		}
		ai_chance = {
			base = 2
			modifier = {
				factor = 0
				country_exists = SPD
				SPA = {
					strength_ratio = {
						tag = SPD
						ratio = < 0.6
					}
				}
			}
		}
		add_ideas = PHI_volunteers_to_nationalists
		add_relation_rule_override = {
			target = SPA
			can_send_volunteers = yes
		}
	} {
		name = SEA_PHI_political_events.62.b
		trigger = {
			country_exists = SPD
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				country_exists = SPA
				SPD = {
					strength_ratio = {
						tag = SPA
						ratio = < 0.6
					}
				}
			}
		}
		add_ideas = PHI_volunteers_to_republicans
		add_relation_rule_override = {
			target = SPD
			can_send_volunteers = yes
		}
	}
}
### Entity: Character
Component: SHX_kong_fang
Source: game
File: common/characters/SHX.txt

Code:
SHX_kong_fang = {
	name = SHX_kong_fang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SHX_kong_fang
		allowed = {
			original_tag = SHX
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Country History
Country: SDL
Component: SDL_technology
Constructs: set_technology
Source: game
File: history/countries/SDL - Sudetenland.txt

Code:
# Starting Technologies for SDL
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Trigger Reference
Construct: hidden_trigger
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## hidden_trigger

* Supported Scopes: STATE, COUNTRY, CHARACTER, COMBATANT, ACE, STRATEGIC_REGION, OPERATION, INDUSTRIAL_ORG, PURCHASE_CONTRACT, RAID_INSTANCE, SPECIAL_PROJECT, FACTION
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

A hidden trigger, that will not be displayed in the tooltip.
The trigger can still be evaluate when generating a tooltip.
This might be required in the following cases:

* The trigger has a side effect (e.g. temporary variables).
* The trigger uses random numbers (e.g. acts on a random state)

There are three possible evaluation techniques to use when computing tooltips for
hidden_triggers:

* `eval` - Standard evalulation of the trigger.
This is most likely what you need if you have a trigger that has side effects or random parts.
* `no_eval` - If you have no random parts or side effects, then this will give you a slightly faster computation of the tooltip.
* `legacy` - Previous behaviour that is similar to `eval` but a lot less predictable.
Using this explicitly is very likely a bug.
### Entity: Event
Component: AAT_norway.9
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.9
	title = AAT_norway.9.t
	desc = AAT_norway.9.desc
	picture = GFX_report_event_NOR_nygaardsvold_cabinet
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway.9.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_stability = 0.05
		add_war_support = -0.05
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_leverage_the_peso
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, is_owned_and_controlled_by, set_temp_variable, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_leverage_the_peso
	icon = GFX_focus_PHI_leverage_the_peso
	overlay = GFX_focus_fast_overlay_japan
	prerequisite = {
		focus = PHI_align_with_japan PHI_align_with_the_usa
	}
	relative_position_id = PHI_align_with_japan
	mutually_exclusive = {
		focus = PHI_peg_the_peso_to_the_dollar
	}
	x = 4
	y = 1
	cost = 10
	available = {
		327 = {
			is_owned_and_controlled_by = ROOT
		}
		627 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		set_temp_variable = {
			PHI_jap_alignment_value_change = 0.05
		}
		PHI_check_japanese_ideology_and_adapt = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt PHI_clock_tt
		IF = {
			limit = {
				327 = {
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
			}
			327 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				} {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				627 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			627 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		USA = {
			add_opinion_modifier = {
				target = PHI
				modifier = PHI_decoupled_peso_from_dollar
			}
		}
		reduce_focus_completion_cost = {
			focus = {
				PHI_national_fiscal_policy PHI_reduce_unneccessary_expenditure PHI_subsidies PHI_basic_welfare
			}
			cost = 35
		} {
			focus = PHI_national_defense_act
			cost = 70
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: SWE_nationalist_military_garrisons_cautious
Constructs: stability_factor, has_government, removal_cost, fascism_drift, neutrality_drift
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_nationalist_military_garrisons_cautious = {
	picture = generic_reserve_divisions
	removal_cost = -1
	allowed = {
		has_government = communism democratic
	}
	modifier = {
		stability_factor = -0.15
		fascism_drift = 0.01
		neutrality_drift = 0.01
	}
}
### Entity: Idea
Component: PHI_german_advisors
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/philipines.txt

Code:
PHI_german_advisors = {
	picture = german_advisors
	cancel = {
		has_war_with = GER
	}
	removal_cost = -1
	modifier = {
		army_armor_speed_factor = 0.1
		navy_submarine_attack_factor = 0.05
		new_mobile_warfare_mastery_gain_factor = 0.15
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_leopolds_return
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, add_country_leader_role
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_leopolds_return
	icon = GFX_focus_BEL_leopolds_return
	prerequisite = {
		focus = BEL_v_for_victory
	}
	mutually_exclusive = {
		focus = BEL_charles_count_of_flanders BEL_democratic_homecoming
	}
	relative_position_id = BEL_v_for_victory
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	x = 2
	y = 1
	cost = 5
	available = {
		NOT = {
			has_completed_focus = BEL_kings_abdication
		}
	}
	completion_reward = {
		add_country_leader_role = {
			character = BEL_king_leopold_iii
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				expire = 1965.1.1
				 = .1
				traits = {
					BEL_leopold_unknown_sympathies
				}
			}
		}
		add_political_power = 200
	}
}
### Entity: Event
Component: r56.soviet.2
Constructs: has_completed_focus, has_country_flag, fire_only_once, add_political_power, set_country_flag, add_timed_idea
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.2
	title = r56.soviet.2.t
	desc = r56.soviet.2.d
	picture = GFX_CZKE_aussig_report
	fire_only_once = yes
	trigger = {
		original_tag = SOV
		date = > 1936.2.6
		NOT = {
			has_country_flag = SOV_fixed_choo_choo SOV_choo_choo_debuff_1_fired
			has_completed_focus = SOV_improve_railway_network
		}
	}
	option = {
		name = r56.soviet.2.a
		set_country_flag = SOV_choo_choo_debuff_1_fired
		add_political_power = -5
		add_timed_idea = {
			idea = SOV_industry_slow_down
			days = 15
		}
	}
}
### Entity: Technology
Component: aa_cannon_3
Constructs: enable_equipment_modules, research_cost, has_tech
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		aircraft_cannon_2_1x aircraft_cannon_2_2x cannon_defense_turret cannon_defense_turret_2x
	}
	research_cost = 2
	start_year = 1945
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 2
			y = 12
		}
	}
	categories = {
		air_equipment plane_modules_tech cat_air_guns mio_cat_all_light_fighter_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				has_tech = improved_small_airframe improved_medium_airframe improved_large_airframe
			}
			factor = 5
		} {
			OR = {
				tag = GER SOV ENG
			}
			factor = 3
		}
	}
}
### Entity: AI Strategy
Component: FRA_default_air
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_default_air = {
	allowed = {
		tag = FRA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 30
	}
}
### Entity: Character
Component: HOL_saul_de_groot
Constructs: has_completed_focus, limit, has_cosmetic_tag, has_dlc, has_autonomy_state
Source: game
File: common/characters/HOL.txt

Code:
HOL_saul_de_groot = {
	advisor = {
		slot = political_advisor
		idea_token = HOL_saul_de_groot
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
					original_tag = HOL
				}
				has_completed_focus = HOL_legacy_of_the_de_zeven_provincien_mutiny
			} {
				limit = {
					has_dlc = Man the Guns
					original_tag = HOL
				}
				not = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			communist_revolutionary
		}
	}
	name = HOL_saul_de_groot
	portraits = {
		army = {
			small = GFX_idea_HOL_saul_de_groot
		}
	}
}
### Entity: Event
Component: news.26
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.26
	title = news.25.t
	desc = news.26.d
	picture = GFX_news_event_020
	major = yes
	is_triggered_only = yes
	option = {
		name = news.26.a
		trigger = {
			NOT = {
				TAG = GER FRA ENG
			}
		}
	} {
		name = news.26.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.26.c
		trigger = {
			TAG = FRA
		}
	} {
		name = news.26.e
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_land_clearance
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_land_clearance
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = RAJ_administrative_oversight
	}
	mutually_exclusive = {
		focus = RAJ_workforce_integration
	}
	x = -1
	y = 1
	relative_position_id = RAJ_administrative_oversight
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			every_owned_state = {
				limit = {
					has_state_flag = RAJ_industrialized_this_state
				}
				add_extra_state_shared_building_slots = 1
			}
		}
		custom_effect_tooltip = RAJ_land_clearance_effect_tt
	}
}
### Entity: Scripted Effect
Component: SOV_trigger_great_purge_design_bureau_dissolved_effect
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_trigger_great_purge_design_bureau_dissolved_effect = {
	hidden_effect = {
		set_variable = {
			SOV_random_bureau_to_dissolve = random
		}
	}
	country_event = NSB_soviet_paranoia_system_events.48
	set_variable = {
		SOV_last_great_purge_area = 4
	}
	set_country_flag = SOV_last_purge_flag
}