Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: TER
Source: game
File: common/names/r56_names.txt

Code:
TER = {
	male = {
		names = {
			Aleksander Alexei Andrei Anton Boris Dmitry Fyodor Gennady Giorgi Grigoriy Igor Ilya Ivan Kirill Konstantin Lavr Leonid Lev Maxim Mikhail Nikita Nikolai Oleg Pavel Pyotr Roman Semyon Sergei Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yuri
		}
	}
	female = {
		names = {
			Jelena Ludmila Ella Svetlana Margarita Elena Natalya Lydia Valentina Olga Alexandra Sofia Albina
		}
		surnames = {
			Alexseyeva Antonova Azarova Badanova Chibisova Dragomirova Frolova Golivina Grishina Gurkova Ivanova Ivannikova Kriuchenkina Konstantinova Biryukova Lazareva Makarova Menshikova Nakhimova Nebogatova Nikolaevicha Nikitina Ostrovskia Pavlova Putyatina Rozhestvenskaya Skobeleva Shuvalova Surkova Nevzhinskaya Yegorova Yudenicha Vorontsova Volkhina Zavoyko Danilova Moskalenko Tanaschishin Zakharchenko Novikova Volkhina Udovichenko Skornyakova Shcheglova Shabunina Cherkasova Chernykh Filippova Ukhova Kapranova Zhuravleva Kostenitsyna Glushchenkova
		}
	}
	surnames = {
		Alexseyev Antonov Azarov Badanov Chibisov Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Kriuchenkin Konstantinov Biryukov Lazarev Makarov Menshikov Nakhimov Nebogatov Nikolaevich Nikitin Ostrovsky Pavlov Putyatin Rozhestvensky Skobelev Shuvalov Surkov Nevzhinsky Yegorov Yudenich Vorontsov Volkhin Zavoyko Danilov Moskalenko Tanaschishin Zakharchenko Novikov Volkhin Udovichenko Skornyakov Shcheglov Shabunin Cherkasov Chernykh Filippov Ukhov Kapranov Zhuravlev Kostenitsyn Savchuk Glushchenko
	}
	callsigns = {
		Anvil Hammer Fury Arrow Storm Bear White Lily Devil Eagle Falcon Fox Snowflake Greasy Guardian Gunman Hawk Hardball Howl Blizzard Husky Ice Killer Steel Iron Skull Striker Thunder Warrior Wardog Vodka
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_establish_the_dgi
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, create_intelligence_agency, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_establish_the_dgi
	icon = GFX_goal_generic_communist_secret_police
	cost = 10
	prerequisite = {
		focus = CUB_the_cuban_politburo
	}
	relative_position_id = CUB_the_cuban_politburo
	x = -1
	y = 1
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			create_intelligence_agency = {
				name = Dirección de Inteligencia
				icon = GFX_r56_agency_logo_1
			}
			add_ideas = CUB_direccion_inteligencia
		}
		else = {
			add_tech_bonus = {
				name = CUB_establish_the_dgi
				bonus = 1
				uses = 1
				category = military_police_tech
			}
			add_ideas = HON_soviet_spies
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: State History
Component: 350
Constructs: limit, has_dlc, add_core_of
Source: game
File: history/states/350-Diyarbekir.txt

Code:
state = {
	id = 350
	name = STATE_350
	history = {
		owner = TUR
		victory_points = {
			4512 5
		} {
			9823 1
		} {
			12387 1
		}
		buildings = {
			infrastructure = 2
			air_base = 2
		}
		if = {
			limit = {
				has_dlc = Battle for the Bosporus
			}
			add_core_of = KUR
		} {
			limit = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			add_core_of = TUR KUR
		}
	}
	provinces = {
		4512 9823 11759 11871 12387 12416
	}
	manpower = 571935
	state_category = town
	local_supplies = 0.0
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_pan_thaiism
Constructs: prerequisite, has_war, add_ideas, has_government, completion_reward, has_war_support, has_capitulated
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_pan_thaiism
	icon = GFX_focus_SIA_pan_thaiism
	x = 7
	y = 1
	relative_position_id = SIA_the_midnight_meeting
	prerequisite = {
		focus = SIA_the_midnight_meeting SIA_phibuns_premiership
	}
	cost = 5
	ai_will_do = {
		factor = 25
	}
	available = {
		NOT = {
			has_government = democratic
		}
		OR = {
			threat = > 0.25
			has_war_support = > 0.2
			FRA = {
				OR = {
					has_war = yes
					has_capitulated = yes
				}
			}
			custom_trigger_tooltip = {
				tooltip = vichy_exist_trigger
				country_exists = VIC
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = idea_SIA_pan_thaiism
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_study_foreign_tanks
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_study_foreign_tanks
	icon = GFX_goal_generic_license_tanks
	prerequisite = {
		focus = IRQ_reform_the_army
	}
	x = 11
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = IRQ_study_foreign_tanks
			bonus = 1
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_ethiopian_officers
Constructs: has_completed_focus, prerequisite, add_ideas, has_government, completion_reward, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_ethiopian_officers
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = ETH_debre_zeyit_air_force_training_center
	}
	mutually_exclusive = {
		focus = ETH_bring_in_foreign_advisors
	}
	x = -1
	y = 1
	relative_position_id = ETH_debre_zeyit_air_force_training_center
	cost = 10
	dynamic = yes
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.25
			has_government = neutrality
			has_completed_focus = ETH_the_lion_stands_firm
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ETH_ethiopian_officers_idea
		custom_effect_tooltip = ETH_ethiopian_officers_tt
		add_to_variable = {
			ETH_airforce_air_attack_factor = 0.15
		}
		ETH_improve_airforce_spirit_effect = yes
	}
}
### Entity: Scripted Trigger
Component: CHI_is_on_historical_plan_trigger
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
CHI_is_on_historical_plan_trigger = {
	has_dlc = Waking the Tiger
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = CHI_ai_behavior
				option = DEFAULT
			}
		}
		has_country_flag = CHI_AI_RANDOM_HISTORICAL
		has_game_rule = {
			rule = CHI_ai_behavior
			option = HISTORICAL
		}
	}
}
### Entity: Idea
Component: FIN_patriotic_peoples_movement_ns_3
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/finland.txt

Code:
FIN_patriotic_peoples_movement_ns_3 = {
	name = FIN_patriotic_peoples_movement_ns_1
	picture = FIN_patriotic_peoples_movement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.1
		political_advisor_cost_factor = -0.2
		war_support_factor = 0.05
		conscription = 0.005
		training_time_army_factor = -0.1
		army_morale_factor = 0.1
		army_org_regain = 0.1
	}
}
### Entity: Character
Component: BOT_acr
Source: game
File: common/characters/BOT.txt

Code:
BOT_acr = {
	advisor = {
		slot = air_chief
		idea_token = BOT_acr
		allowed = {
			original_tag = BOT
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Character
Component: AFG_muhammad_ibrahim_khan
Source: game
File: common/characters/AFG.txt

Code:
AFG_muhammad_ibrahim_khan = {
	name = AFG_muhammad_ibrahim_khan
	portraits = {
		civilian = {
			small = GFX_portrait_AFG_muhammad_ibrahim_khan_small
			large = GFX_portrait_AFG_muhammad_ibrahim_khan
		}
	}
}
### Entity: Country History
Country: SIL
Component: SIL_technology
Constructs: set_technology
Source: game
File: history/countries/SIL - Silesia.txt

Code:
# Starting Technologies for SIL
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_mapai_hashomer
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_mapai_hashomer
	icon = GFX_goal_generic_dangerous_deal
	relative_position_id = ISR_hashomer_leads
	x = 6
	y = 0
	available = {
		has_country_flag = ISR_coalition_formed
		OR = {
			AND = {
				has_country_flag = ISR_mapai_formed ISR_hashomer_in_coalition
			} {
				has_country_flag = ISR_hashomer_formed ISR_mapai_in_coalition
			}
		}
	}
	prerequisite = {
		focus = ISR_the_elections
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = ISR_coalition_will_be_updated
	}
}
### Entity: Character
Component: SMI_logistics_hc
Source: game
File: common/characters/SMI.txt

Code:
SMI_logistics_hc = {
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_army_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = SMI_logistics_hc
		ledger = army
		allowed = {
			original_tag = SMI
		}
		traits = {
			army_logistics_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_air_modifier_boost_2
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_air_modifier_boost_2
	icon = GFX_focus_generic_armored_air_support
	relative_position_id = SMB_winning_the_air_war
	prerequisite = {
		focus = SMB_winning_the_air_war SMB_naval_support
	}
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.1
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.05
				tooltip = air_agility_factor_tt
			} {
				JUNO_airforce_modifier_air_defence_factor = 0.1
				tooltip = air_defence_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.1
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.05
				tooltip = air_agility_factor_tt
			} {
				JUNO_airforce_modifier_air_defence_factor = 0.1
				tooltip = air_defence_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.1
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.05
				tooltip = air_agility_factor_tt
			} {
				JUNO_airforce_modifier_air_defence_factor = 0.1
				tooltip = air_defence_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.1
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.05
				tooltip = air_agility_factor_tt
			} {
				JUNO_airforce_modifier_air_defence_factor = 0.1
				tooltip = air_defence_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_range_factor = 0.1
				tooltip = air_range_factor_tt
			} {
				JUNO_airforce_modifier_air_agility_factor = 0.05
				tooltip = air_agility_factor_tt
			} {
				JUNO_airforce_modifier_air_defence_factor = 0.1
				tooltip = ai
# ... (truncated)
### Entity: Scripted Trigger
Component: NORDIC_has_started_democratic_focus_tree
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/NORDIC_scripted_triggers.txt

Code:
NORDIC_has_started_democratic_focus_tree = {
	OR = {
		has_completed_focus = NOR_continue_nygaardsvold_government NOR_vote_of_no_confidence SWE_coalition_war_cabinet FIN_social_democracy FIN_finnish_neutrality SWE_the_nordic_defense_council
	}
}
### Entity: Trigger Reference
Construct: has_orders_group
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### has_orders_group
* description: 1 if leader has orders group, zero otherwise
### Entity: Unit Template
Component: POL_THEME_WEATHER
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_THEME_WEATHER = {
	name = NAME_THEME_WEATHER
	for_countries = {
		POL
	}
	type = ship
	prefix = ORP 
	unique = {
		Burza Błyskawica Sztorm Grad Wicher Piorun Tornado Zorza Huragan Grom Zamieć Halny Orkan Szkwał
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_enosis
Constructs: prerequisite, limit, owns_state, completion_reward, is_in_faction_with, is_puppet, add_state_core
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_enosis
	icon = GFX_focus_generic_attack_cyprus
	text = GRE_enosis
	prerequisite = {
		focus = GRE_expansionism
	}
	x = 2
	y = 1
	relative_position_id = GRE_expansionism
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		any_other_country = {
			owns_state = 183
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				183 = {
					OWNER = {
						is_puppet = no
					}
				}
			}
			183 = {
				OWNER = {
					country_event = greece.25
				}
			}
		}
		add_state_core = 183
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Decision
Component: SIA_army_navy_reform_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/SIA_decision_categories.txt

Code:
SIA_army_navy_reform_cat = {
	allowed = {
		original_tag = SIA
	}
	icon = GFX_decision_category_generic_propaganda
	picture = GFX_decision_cat_picture_NOR_building_fascist_support
	visible_when_empty = no
	priority = 50
	visible = {
		OR = {
			has_completed_focus = SIA_royal_thai_navy SIA_the_army_of_siam SIA_reluctant_submission SIA_standing_our_ground
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_engineering_revolution
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_engineering_revolution
	icon = GFX_focus_SWE_landsverk
	prerequisite = {
		focus = RAJ_mechanization_of_the_cavalry RAJ_ordnance_factory_khamaria_jabalpur
	}
	x = -2
	y = 1
	relative_position_id = RAJ_mechanization_of_the_cavalry
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	} {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_engineering_revolution
			bonus = 1
			uses = 1
			category = engineers_tech
		}
		try_build_mil_in_core_otherwise_build_in_controlled_2_mil = yes
	}
}
### Entity: Idea
Component: EAI_DD_15/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_coastal_artillery_program
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_coastal_artillery_program
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = SWE_swedish_defence_act
	}
	relative_position_id = SWE_swedish_defence_act
	x = -2
	y = 1
	cost = 10
	available = {
		OR = {
			controls_state = 141 666 38 139 124 138
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 141
			}
			141 = {
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = 6050
					instant_build = yes
				} {
					type = coastal_bunker
					level = 1
					province = 6209
					instant_build = yes
				} {
					type = coastal_bunker
					level = 1
					province = 161
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 666
			}
			666 = {
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = 9108
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 38
			}
			38 = {
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = 130
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 139
			}
			139 = {
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = 11380
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 125
			}
			124 = {
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = 408
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 138
			}
			138 = {
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = 9279
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_modernize_railway_system
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_modernize_railway_system
	icon = GFX_goal_generic_train_2
	prerequisite = {
		focus = PLY_industrial_boom
	}
	x = 1
	y = 1
	relative_position_id = PLY_industrial_boom
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 15
	}
	available = {
		num_of_controlled_states = > 3
	}
	completion_reward = {
		add_ideas = r56_USA_mobilize_the_railways_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_ibanez_as_prime_minister
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, remove_trait, has_idea, add_trait
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_ibanez_as_prime_minister
	icon = GFX_focus_rom_handle_king
	relative_position_id = CHL_strike_a_deal_with_the_mapuche
	x = -3
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_strike_a_deal_with_the_mapuche
	}
	mutually_exclusive = {
		focus = CHL_an_absolute_monarchy
	}
	ai_will_do = {
		base = 0.5
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			remove_trait = {
				character = CHL_carlos_ibanez
				slot = political_advisor
				trait = JUNO_ibanismo
			}
		} {
			IF = {
				limit = {
					NOT = {
						has_idea = CHL_carlos_ibanez
					}
					amount_taken_ideas = {
						amount = < 3
						slots = {
							political_advisor
						}
					}
				}
				add_ideas = CHL_carlos_ibanez
			}
		}
		add_trait = {
			character = CHL_carlos_ibanez
			slot = political_advisor
			trait = JUNO_ibanist_prime_minister
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_ibanez_as_prime_minister_tt CHL_skip_one_line_tt CHL_no_deluges_tt
	}
}
### Entity: Idea
Component: WLL_ACEC
Constructs: research_bonus
Source: game
File: common/ideas/wallonia.txt

Code:
WLL_ACEC = {
	allowed = {
		original_tag = WLL
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_befriend_the_carlists
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_popularity, set_party_name, create_field_marshal
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_befriend_the_carlists
	icon = GFX_focus_spa_fuse_the_parties
	prerequisite = {
		focus = PHI_align_with_the_japanese PHI_join_the_axis
	}
	relative_position_id = PHI_join_the_axis
	mutually_exclusive = {
		focus = PHI_greater_philippines_concept
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = neutrality
			popularity = 0.15
		}
		add_ideas = PHI_dios_patria_rey
		hidden_effect = {
			set_party_name = {
				ideology = neutrality
				long_name = Carloctavismo
				name = Carloctavismo
			}
		}
		if = {
			limit = {
				SPA = {
					NOT = {
						has_completed_focus = SPA_supremacy_of_the_communion
					}
				}
			}
			create_field_marshal = {
				name = Manuel Fal Conde
				gfx = GFX_portrait_SPA_manuel_fal_conde
				traits = {
					trait_SPA_carlist_loyalties
				}
				skill = 3
				attack_skill = 2
				defense_skill = 3
				planning_skill = 2
				logistics_skill = 3
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: MAN_add_or_modify_state_shintoism
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/MAN_scripted_effects.txt

Code:
MAN_add_or_modify_state_shintoism = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = MAN_state_shintoism_dm
				}
			}
		}
		custom_effect_tooltip = MAN_add_state_shinotism_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = MAN_state_shintoism_dm
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = MAN_modify_state_shinotism_modifier_tt
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_29
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_29 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		training_time_factor = 0.25
		minimum_training_level = -0.1
	}
}
### Entity: Character
Component: AUS_julius_yllam
Constructs: has_dlc
Source: game
File: common/characters/AUS.txt

Code:
AUS_julius_yllam = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = AUS_julius_yllam
			ledger = air
			allowed = {
				original_tag = AUS
			}
			traits = {
				air_warfare_theorist
			}
			ai_will_do = {
				base = 1
			}
		}
		name = AUS_julius_yllam
		portraits = {
			army = {
				small = GFX_portrait_AUS_julius_yllam_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = AUS_julius_yllam
			ledger = air
			allowed = {
				original_tag = AUS
			}
			traits = {
				air_warfare_theorist
			}
			ai_will_do = {
				base = 1
			}
		}
		name = AUS_julius_yllam
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_1
			}
		}
	}
}