Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_invest_in_FN_Herstal
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_extra_state_shared_building_slots, add_building_construction, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_invest_in_FN_Herstal
	icon = GFX_goal_generic_construct_mil_factory
	relative_position_id = BEL_urbanize_wallonie
	x = 2
	y = 1
	prerequisite = {
		focus = BEL_urbanize_wallonie
	} {
		focus = BEL_begin_rearmement BEL_accept_van_den_den_bergen_plan
	}
	cost = 10
	ai_will_do = {
		base = 25
	}
	available = {
		BEL = {
			controls_state = 34
		}
	}
	completion_reward = {
		34 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = available_political_advisor_democratic
		show_ideas_tooltip = BEL_gustave_joassart
		if = {
			limit = {
				has_idea = BEL_recovery_from_the_great_depression1
			}
			swap_ideas = {
				remove_idea = BEL_recovery_from_the_great_depression1
				add_idea = BEL_recovery_from_the_great_depression2
			}
			else = {
				if = {
					limit = {
						has_idea = BEL_recovery_from_the_great_depression2
					}
					swap_ideas = {
						remove_idea = BEL_recovery_from_the_great_depression2
						add_idea = BEL_recovery_from_the_great_depression3
					}
					else = {
						if = {
							limit = {
								has_idea = BEL_recovery_from_the_great_depression3
							}
							swap_ideas = {
								remove_idea = BEL_recovery_from_the_great_depression3
								add_idea = BEL_recovery_from_the_great_depression4
							}
							else = {
								if = {
									limit = {
										has_idea = BEL_recovery_from_the_great_depression4
									}
									swap_ideas = {
										remove_idea = BEL_recovery_from_the_great_depression4
										add_idea = BEL_recovery_from_the_great_depression5
									}
									else = {
										if = {
											limit = {
												has_idea = BEL_recovery_from_the_great_depression5
											}
											remove_ideas = BEL_recovery_from_the_great_depression5
										}
									}
								}
							}
						}
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			mio:BEL_fn_herstol_organization = {
				add_mio_funds = 1000
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Modifier Reference
Construct: resistance_growth_on_our_occupied_states
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## resistance_growth_on_our_occupied_states

* Number with 0 decimal places
* **Categories**: country, state
### Entity: National Focus
Tree: mon_focus
Component: MON_empower_hudonets
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_empower_hudonets
	icon = GFX_goal_CRO_communist_republic
	x = 1
	y = 1
	relative_position_id = MON_continue_new_course_policy
	cost = 10
	prerequisite = {
		focus = MON_continue_new_course_policy
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 100
		add_ideas = MON_hudonets_empowered
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = MON_yumjaagiin_tsedenbal
	}
}
### Entity: Event
Component: bftb_greece.182
Constructs: is_triggered_only, limit, add_political_power, has_idea, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots, is_fully_controlled_by
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.182
	title = bftb_greece.182.t
	desc = bftb_greece.182.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.182.a
		trigger = {
			FRA = {
				has_idea = GRE_small_investment
			}
		}
		GRE = {
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	} {
		name = bftb_greece.182.b
		trigger = {
			FRA = {
				has_idea = GRE_moderate_investment
			}
		}
		GRE = {
			random_owned_controlled_state = {
				limit = {
					is_fully_controlled_by = PREV
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		name = bftb_greece.182.c
		trigger = {
			FRA = {
				has_idea = GRE_heavy_investment
			}
		}
		add_political_power = -75
		add_offsite_building = {
			type = industrial_complex
			level = 3
		}
	}
}
### Entity: Character
Component: SHX_min_lan_tung_tin
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_min_lan_tung_tin = {
	name = SHX_min_lan_tung_tin
	portraits = {
		army = {
			small = GFX_portrait_SHX_min_lan_tung_tin_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = SHX_min_lan_tung_tin
		ledger = army
		allowed = {
			original_tag = SHX
		}
		traits = {
			army_artillery_3
		}
		cost = 200
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Unit Template
Component: RAJ_MOT_01
Source: game
File: common/units/names_divisions/RAJ_names_divisions.txt

Code:
RAJ_MOT_01 = {
	name = Motor Division
	for_countries = {
		RAJ
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		RAJ_INF_01
	}
	fallback_name = %d Indian Motor Division
	ordered = {
		10 = {
			%dth Indian Motor Division
		}
		6 = {
			%dth Indian Motor Division
		}
		4 = {
			%dth Indian 'Red Eagle' Division
		}
		5 = {
			%dth Indian 'Ball of Fire' Div.
		}
		8 = {
			%dth Indian 'Clover' Division
		}
		14 = {
			%dth Indian 'Quetta' Division
		}
		23 = {
			%drd Indian Motor Division
		}
		25 = {
			%dth Indian Motor Division
		}
		9 = {
			%dth Indian Motor Division
		}
		11 = {
			%dth Indian Motor Division
		}
		7 = {
			%dth Indian 'Golden Arrow' Div.
		}
		17 = {
			%dth Indian 'Black Cat' Division
		}
		19 = {
			%dth Indian 'Dagger' Division
		}
		34 = {
			%dth Indian Motor Division
		}
		20 = {
			%dth Indian Motor Division
		}
		26 = {
			%dth Indian 'Tiger Head' Division
		}
		2 = {
			%dnd Indian Motor Division
		}
		36 = {
			%dth Indian Division
		}
		12 = {
			%dth Indian Motor Division
		}
		39 = {
			%dth Indian Motor Division
		}
		3 = {
			%drd Indian 'Chindits' Division
		}
		21 = {
			%dst Indian Motor Division
		}
		1 = {
			%dst Indian Motor Division
		}
		13 = {
			%dth Indian Motor Division
		}
		15 = {
			%dth Indian Motor Division
		}
		16 = {
			%dth Indian Motor Division
		}
		18 = {
			%dth Indian Motor Division
		}
		22 = {
			%dnd Indian Motor Division
		}
		24 = {
			%dth Indian Motor Division
		}
		27 = {
			%dth Indian Motor Division
		}
		28 = {
			%dth Indian Motor Division
		}
		29 = {
			%dth Indian Motor Division
		}
		30 = {
			%dth Indian Motor Division
		}
		33 = {
			%drd Indian Motor Division
		}
		35 = {
			%dth Indian Motor Division
		}
		37 = {
			%dth Indian Motor Division
		}
		38 = {
			%dth Indian Motor Division
		}
		40 = {
			%dth Indian Motor Division
		}
		41 = {
			%dst Indian Motor Division
		}
		42 = {
			%dnd Indian Motor Division
		}
		45 = {
			%dth Indian Motor Division
		}
		46 = {
			%dth Indian Motor Division
		}
		47 = {
			%dth Indian Motor Division
		}
		48 = {
			%dth Indian Motor Division
		}
		49 = {
			%dth Indian Motor Division
		}
		50 = {
			%dth Indian Motor Division
		}
		51 = {
			%dst Indian Motor Division
		}
		52 = {
			%dnd Indian Motor Division
		}
		53 = {
			%drd Indian Motor Division
		}
		54 = {
			%dth Indian Motor Divisio
# ... (truncated)
### Entity: Decision
Component: r56_TUR_foreign_policy
Constructs: has_focus_tree, is_subject
Source: game
File: common/decisions/categories/r56_TUR_decision_categories.txt

Code:
r56_TUR_foreign_policy = {
	icon = GFX_decision_category_border_conflicts
	priority = 2
	allowed = {
		original_tag = TUR
	}
	visible = {
		has_focus_tree = turkish_focus_r56
		is_subject = no
	}
}
### Entity: AI Strategy
Component: GER_ITA_close_up_maginot_line_after_FRA_falls
Constructs: has_war_with, has_capitulated, has_full_control_of_state
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_ITA_close_up_maginot_line_after_FRA_falls = {
	allowed = {
		OR = {
			original_tag = GER FRA
		}
	}
	enable = {
		date = < 1941.3.3
		has_war_with = FRA
		FRA = {
			has_capitulated = yes
			days_since_capitulated = > 7 < 90
		}
		NOT = {
			has_full_control_of_state = 28
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		state = 28
		ratio = 0.6
		priority = 100
		ordertype = front
		execution_type = rush
		execute_order = yes
	} {
		type = front_unit_request
		state = 28
		value = 50
	}
}
### Entity: Event
Component: DOD_hungary.72
Constructs: is_triggered_only, ai_chance, limit, has_global_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.72
	title = DOD_hungary.72.t
	desc = {
		text = DOD_hungary.72.desc_HUN_all
		trigger = {
			has_global_flag = HUN_mediation_HUN_all
		}
	} {
		text = DOD_hungary.72.desc_compromise
		trigger = {
			has_global_flag = HUN_mediation_compromise
		}
	} {
		text = DOD_hungary.72.desc_HUN_nothing
		trigger = {
			has_global_flag = HUN_mediation_HUN_nothing
		}
	}
	picture = GFX_report_event_vienna_award_negotiations
	is_triggered_only = yes
	option = {
		name = DOD_hungary.72.a
		ai_chance = {
			base = 60
			modifier = {
				OR = {
					tag = FRA ENG
				}
				event_target:HUN_mediator = {
					tag = GER
				}
				factor = 10
			} {
				has_global_flag = HUN_mediation_HUN_nothing
				factor = 100
			}
		}
		if = {
			limit = {
				has_global_flag = HUN_mediation_HUN_all
			}
			ROM = {
				country_event = {
					id = DOD_hungary.64
					hours = 2
				}
			}
		} {
			limit = {
				has_global_flag = HUN_mediation_compromise
			}
			ROM = {
				country_event = {
					id = DOD_hungary.69
					hours = 2
				}
			}
		} {
			limit = {
				has_global_flag = HUN_mediation_HUN_nothing
			}
			HUN = {
				country_event = {
					id = DOD_hungary.63
					hours = 2
				}
			}
		}
	} {
		name = DOD_hungary.72.b
		ai_chance = {
			base = 10
			modifier = {
				tag = GER
				event_target:HUN_mediator = {
					tag = FRA
				}
				NOT = {
					has_global_flag = HUN_mediation_HUN_nothing
				}
				factor = 100
			}
		}
		country_event = {
			id = DOD_hungary.73
			hours = 24
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_instigate_middle_eastern_revolutions
Constructs: prerequisite, has_government, completion_reward, is_faction_leader, is_on_continent
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_instigate_middle_eastern_revolutions
	icon = GFX_focus_GER_align_middle_east
	prerequisite = {
		focus = GER_root_out_imperialism
	}
	x = 1
	y = 1
	relative_position_id = GER_root_out_imperialism
	cost = 5
	available = {
		is_faction_leader = yes
		any_other_country = {
			capital_scope = {
				is_on_continent = middle_east
			}
			OR = {
				has_government = democratic neutrality
			}
		}
	}
	bypass = {
		all_other_country = {
			capital_scope = {
				is_on_continent = middle_east
			}
			OR = {
				exists = no
				has_government = fascism communism
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = GER_communist_propaganda_middle_east_decision_tt
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_theocratic_rule
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_theocratic_rule
	icon = GFX_focus_TUR_turanist_ambition
	prerequisite = {
		focus = RAJ_unite_the_subcontinent
	}
	mutually_exclusive = {
		focus = RAJ_secular_rule
	}
	x = 2
	y = 0
	relative_position_id = RAJ_secular_rule
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = idea_RAJ_theocratic_rule
	}
}
### Entity: Event
Component: r56i.event.05
Constructs: is_triggered_only, has_government, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56i_events.txt

Code:
country_event = {
	id = r56i.event.05
	title = r56i.event.05.title
	desc = r56i.event.05.description
	picture = GFX_r56i_generic_event_05
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			swap_ideas = {
				remove_idea = r56i_idea_suppress_harsh
				add_idea = r56i_idea_riots_escalate
			}
		}
	}
	option = {
		name = r56i.event.05.default
		trigger = {
			NOT = {
				has_government = communism fascism democratic
			}
		}
	} {
		name = r56i.event.05.democratic
		trigger = {
			has_government = democratic
		}
	} {
		name = r56i.event.05.communism
		trigger = {
			has_government = communism
		}
	} {
		name = r56i.event.05.fascism
		trigger = {
			has_government = fascism
		}
	}
}
### Entity: Event
Component: r56_canada.13
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.13
	title = r56_canada.13.t
	desc = r56_canada.13.d
	picture = GFX_report_event_canadian_soldiers
	is_triggered_only = yes
	option = {
		name = r56_canada.13.a
		effect_tooltip = {
			add_to_faction = USA
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.02
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_pave_the_roads
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_pave_the_roads
	icon = GFX_goal_reichsautobahn
	prerequisite = {
		focus = HOA_develop_capitalstate
	}
	x = 1
	y = 1
	relative_position_id = HOA_develop_capitalstate
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: BYA
Component: BYA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BYA - Buryatia.txt

Code:
# Politics & Parties for BYA
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 0
	communism = 0
	neutrality = 50
}
### Entity: Idea
Component: CAT_aco2
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_aco2 = {
	picture = generic_army_europe_4
	allowed = {
		original_tag = CAT
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: KOL
Component: KOL_technology
Constructs: set_technology
Source: game
File: history/countries/KOL - Kolhapur and Deccan States.txt

Code:
# Starting Technologies for KOL
set_technology = {
	infantry_weapons = 1
	tech_recon = 1
	tech_support = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
}
### Entity: Technology
Component: tech_signal_company3
Constructs: research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	signal_company = {
		initiative = 0.12
	}
	armored_signal = {
		initiative = 0.08
		battalion_mult = {
			category = category_all_armor
			breakthrough = 0.01
		}
	}
	path = {
		leads_to_tech = tech_signal_company4
		research_cost_coeff = 1
	}
	research_cost = 2.0
	start_year = 1942
	folder = {
		name = support_folder
		position = {
			x = @signal_x
			y = @1942
		}
	}
	categories = {
		support_tech signal_company_tech electronics
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1943.1.1
		} {
			factor = 1.2
			date = > 1944.1.1
		} {
			factor = 1.2
			date = > 1945.1.1
		}
	}
}
### Entity: State History
Component: 762
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/762-Katowice.txt

Code:
state = {
	id = 762
	name = STATE_762
	manpower = 1000000
	resources = {
		steel = 19
		aluminium = 7
		coal = 32
	}
	state_category = city
	history = {
		owner = POL
		add_core_of = POL SIL
		add_claim_by = PRE
		victory_points = {
			6464 5
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
	}
	provinces = {
		506 6464
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: SWE_nationalist_military_garrisons_subservient
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_nationalist_military_garrisons_subservient = {
	picture = generic_reserve_divisions
	removal_cost = -1
	allowed = {
		has_government = communism democratic
	}
	modifier = {
		stability_factor = -0.05
	}
}
### Entity: Idea
Component: JAP_ministry_of_pan_asian_development_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_ministry_of_pan_asian_development_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_resource_extration_focus
	modifier = {
		resources_to_overlord_factor = 0.15
		political_power_factor = 0.05
		master_ideology_drift = 0.05
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_chilean_anti_communist_action
Constructs: prerequisite, limit, add_ideas, has_government, every_country, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_chilean_anti_communist_action
	icon = GFX_focus_CHL_chilean_anti_communist_action
	relative_position_id = CHL_commence_the_counter_revolution
	x = -4
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_commence_the_counter_revolution
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 3.5
			has_government = fascism
		}
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_ideas = CHL_anti_communist_action
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt available_political_advisor
		every_country = {
			limit = {
				has_government = communism
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		show_ideas_tooltip = CHL_arturo_olavaria
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_colonial_shipbuilding
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_colonial_shipbuilding
	available = {
		controls_state = 335 672 334 673 667 309
	}
	prerequisite = {
		focus = HOL_a_western_capital
	} {
		focus = HOL_the_foundations_of_defense
	}
	icon = GFX_goal_generic_construct_naval_dockyard
	x = -1
	y = 1
	relative_position_id = HOL_a_western_capital
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		335 = {
			if = {
				limit = {
					335 = {
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		672 = {
			if = {
				limit = {
					672 = {
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		334 = {
			if = {
				limit = {
					334 = {
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		673 = {
			if = {
				limit = {
					673 = {
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		667 = {
			if = {
				limit = {
					667 = {
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		309 = {
			if = {
				limit = {
					309 = {
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: INS_tan_malaka
Constructs: has_completed_focus, has_cosmetic_tag, is_country_leader
Source: game
File: common/characters/INS.txt

Code:
INS_tan_malaka = {
	name = INS_tan_malaka
	portraits = {
		civilian = {
			large = GFX_portrait_INS_tan_malaka
			small = GFX_portrait_INS_tan_malaka_small
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		traits = {
			INS_uncompromising_idealist
		}
	}
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = INS_tan_malaka
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			has_completed_focus = INS_the_declaration_of_independence
		}
		available = {
			NOT = {
				is_country_leader = yes
			}
		}
		traits = {
			INS_revolutionary_strategist
		}
		ai_will_do = {
			base = 0
			modifier = {
				INS_check_plan_revolution_communist = yes
				add = 5
			}
		}
	}
}
### Entity: Event
Component: portugal.12
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.12
	title = portugal.12.t
	desc = portugal.12.d
	picture = GFX_report_event_hitler_croatia_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.12.o
	}
}
### Entity: State History
Component: 442
Constructs: add_core_of
Source: game
File: history/states/442-Peshawar.txt

Code:
state = {
	id = 442
	name = STATE_442
	manpower = 4684400
	resources = {
		steel = 3
	}
	state_category = wasteland
	history = {
		victory_points = {
			12763 3
		}
		owner = RAJ
		buildings = {
			infrastructure = 1
			air_base = 1
		}
		add_core_of = NWF PAK KHL
	}
	provinces = {
		4558 12717 12763
	}
	local_supplies = 5.0
}