Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swi_focus
Component: SWI_old_confederation
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, set_rule, set_politics, set_cosmetic_tag
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_old_confederation
	icon = GFX_focus_renounce_the_treaty_of_trianon
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = SWI_kill_henne
	}
	available = {
		OR = {
			has_government = fascism
			fascism = > 0.5
		}
	}
	x = 10
	y = 3
	completion_reward = {
		add_political_power = 150
		set_rule = {
			can_create_factions = yes
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = yes
		}
		set_cosmetic_tag = SWI_old_confederacy
		if = {
			limit = {
				has_dlc = La Resistance
			}
			create_operative_leader = {
				name = Franz Riedweg
				GFX = GFX_portrait_SWI_franz_riedweg
				traits = {
					operative_infiltrator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					ENG
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Component: GER_prioritized_rheinland
Constructs: has_completed_focus, remove_trigger
Source: game
File: common/dynamic_modifiers/r56_GER.txt

Code:
GER_prioritized_rheinland = {
	remove_trigger = {
		owner = {
			OR = {
				NOT = {
					has_completed_focus = GER_zentrum_in_coalition
				} {
					original_tag = GER
				}
			}
		}
	}
	icon = GFX_modifiers_generic_city_construction
	local_factories = 0.1
	local_manpower = 0.05
	state_resources_factor = 0.05
	state_production_speed_buildings_factor = 0.1
}
### Entity: Scripted Effect
Component: NOR_add_25_convoys
Constructs: add_equipment_to_stockpile
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_add_25_convoys = {
	add_equipment_to_stockpile = {
		type = convoy_1
		amount = 25
		producer = NOR
	}
}
### Entity: Technology
Component: flexible_line
Constructs: research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	production_factory_max_efficiency_factor = 0.1
	line_change_production_efficiency_factor = 0.2
	research_cost = 2.5
	start_year = 1943
	XOR = {
		streamlined_line
	}
	folder = {
		name = industry_folder
		position = {
			x = -1
			y = 10
		}
	}
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 10
			date = > 1943.1.1
		}
	}
	categories = {
		industry cat_production
	}
}
### Entity: Country History
Country: BRI
Component: BRI_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/BRI - Brittany.txt

Code:
# Leaders & Characters for BRI
recruit_character = BRI_fascist_guy BRI_coi BRI_acr BRI_nccr BRI_ai2 BRI_ncm BRI_acas BRI_aco2 BRI_acd2 BRI_pot BRI_stc BRI_aa2 BRI_acgs BRI_nt BRI_communist_guy BRI_ar BRI_democratic_guy BRI_mt BRI_ncs BRI_awt
create_country_leader = {
	name = Yann-Morvan Gefflot
	picture = GFX_portrait_Yann_Morvan_Gefflot
	expire = 1965.1.1
	ideology = stalinism
}
{
	name = Morvan Marchal
	picture = GFX_portrait_Morvan_Marchal
	expire = 1965.1.1
	ideology = socialism
}
{
	name = Olier Mordrel
	picture = GFX_portrait_Olier_Mordrel
	expire = 1965.1.1
	ideology = nazism
}
{
	name = Maurice Duhamel
	picture = GFX_portrait_Maurice_Duhamel
	expire = 1965.1.1
	ideology = centrism
}
### Entity: State History
Component: 1026
Constructs: add_core_of
Source: game
File: history/states/1026 - North Mindanao.txt

Code:
state = {
	id = 1026
	name = STATE_1026
	manpower = 751793
	state_category = rural
	history = {
		owner = PHI
		add_core_of = PHI
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			10243 1
		}
	}
	provinces = {
		1293 1379 4427 10214 10243 10300 12160 12188 12217 12245 12273
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: Kakumei Honbu Gyarison
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_civil_war.txt

Code:
division = {
	name = Kakumei Honbu Gyarison
	location = 7072
	division_template = Tanku Shiji Butai
	start_experience_factor = 0.2
}
### Entity: Decision
Component: ABC_army_effort
Constructs: has_completed_focus, limit, fire_only_once, has_political_power, remove_effect, add_to_variable, has_power_balance, add_power_balance_value
Source: game
File: common/decisions/r56_AFG.txt

Code:
ABC_army_effort = {
	AFG_expand_the_infantry_college = {
		icon = SWE_set_army_budget
		allowed = {
			original_tag = AFG
		}
		available = {
			has_completed_focus = AFG_redesign_military_curriculum
		}
		fire_only_once = yes
		custom_cost_trigger = {
			command_power = > 9
			has_political_power = > 9
		}
		custom_cost_text = decision_cost_CP_10_pp_10
		visible = {
			original_tag = AFG
			has_completed_focus = AFG_redesign_military_curriculum
		}
		days_remove = 60
		modifier = {
			command_power_gain_mult = -0.05
			consumer_goods_factor = 0.05
		}
		remove_effect = {
			army_experience = 15
			custom_effect_tooltip = AFG_inf_school_tt
			add_to_variable = {
				AFG_infantry_leader_xp_gain_factor = 0.1
			} {
				AFG_experience_gain_infantry_combat_factor = 0.1
			} {
				AFG_army_planning_speed = 0.05
			}
			if = {
				limit = {
					has_power_balance = {
						id = AFG_power_balance
					}
				}
				custom_effect_tooltip = r56_newline
				add_power_balance_value = {
					id = AFG_power_balance
					value = -0.05
					tooltip_side = AFG_government_side
				}
			}
		}
		ai_will_do = {
			base = 50
			modifier = {
				is_power_balance_in_range = {
					id = AFG_power_balance
					range = AFG_high_government_influence
				}
				factor = 0
			}
		}
	}
	AFG_modernize_the_artillery_school = {
		icon = ger_military_buildup
		allowed = {
			original_tag = AFG
		}
		available = {
			has_completed_focus = AFG_redesign_military_curriculum
		}
		fire_only_once = yes
		custom_cost_trigger = {
			command_power = > 9
			has_political_power = > 9
		}
		custom_cost_text = decision_cost_CP_10_pp_10
		visible = {
			original_tag = AFG
			has_completed_focus = AFG_redesign_military_curriculum
		}
		days_remove = 60
		modifier = {
			command_power_gain_mult = -0.05
			consumer_goods_factor = 0.05
		}
		remove_effect = {
			army_experience = 15
			custom_effect_tooltip = AFG_arti_school_tt
			add_to_variable = {
				AFG_artillery_attack = 0.05
			} {
				AFG_artillery_defence = 0.05
			} {
				AFG_army_planning_speed = 0.05
			}
			if = {
				limit = {
					has_power_balance = {
						id = AFG_power_balance
					}
				}
				custom_effect_tooltip = r56_newline
				add_power_balance_value = {
					id = AFG_power_balance
					value = -0.05
					tooltip_side = AFG_government_side
				}
			}
		}
		ai_will_do = {
			base = 50
			modifier = {
				is_power_balance_in_range = {
				
# ... (truncated)
### Entity: Idea
Component: PRC_soviet_tribute_2
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
PRC_soviet_tribute_2 = {
	name = PRC_soviet_tribute
	allowed = {
		always = no
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
	targeted_modifier = {
		tag = SOU
		cic_to_target_factor = 0.1
		mic_to_target_factor = 0.1
		extra_trade_to_target_factor = 0.5
		trade_cost_for_target_factor = -0.35
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_custom_bonus_control_right_click
Constructs: set_temp_variable, add_to_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_custom_bonus_control_right_click = {
	meta_effect = {
		text = {
			set_temp_variable = {
				t1 = 0.05
			}
			multiply_temp_variable = {
				t1 = [y]
			}
			add_to_variable = {
				[z]EAI_custom_bonus_[x][w] = t1
			}
			clamp_variable = {
				var = [z]EAI_custom_bonus_[x][w]
				min = [a]
				max = [b]
			}
		}
		x = [?EAI_selected_custom_bonus_setting]
		y = [EAI_GetCustomBonusAmountMultiplier]
		z = [EAI_GetDifficultyBonusMode]
		a = [EAI_GetCustomBonusAmountMin]
		b = [EAI_GetCustomBonusAmountMax]
		w = [EAI_GetDifficultyBonusMode2]
	}
	EAI_refresh_gui = yes
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_demand_the_guayanas
Constructs: prerequisite, limit, has_government, owns_state, completion_reward, is_subject, create_wargoal, annex_everything
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_demand_the_guayanas
	icon = GFX_goal_demand_sudetenland
	relative_position_id = CHL_the_path_to_conquest
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_the_path_to_conquest
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	available = {
		has_government = fascism
		OR = {
			controls_state = 488 939
		}
		is_subject = no
	}
	bypass = {
		AND = {
			controls_state = 687 309 310
		}
	}
	completion_reward = {
		IF = {
			limit = {
				GYA = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = GYA
			}
		} {
			limit = {
				SUR = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = SUR
			}
		} {
			limit = {
				CAY = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = CAY
			}
		}
		every_other_country = {
			limit = {
				OR = {
					owns_state = 687 309 310
				}
				NOT = {
					OR = {
						original_tag = GYA SUR CAY
					}
				}
			}
			country_event = {
				id = CHL_political_events.66
				days = 1
			}
		}
	}
}
### Entity: Modifier Reference
Component: r56_ISR_negev_modifier
Constructs: army_attack_factor, remove_trigger
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_ISR_negev_modifier = {
	icon = GFX_unplanned_offensive
	attacker_modifier = yes
	army_speed_factor = -0.2
	army_attack_factor = -0.1
	local_supplies = -0.3
	custom_modifier_tooltip = ISR_negev_remove_tt
	remove_trigger = {
		1017 = {
			infrastructure = > 2
		}
	}
}
### Entity: Name List
Component: CRI
Source: game
File: common/names/r56_names.txt

Code:
CRI = {
	male = {
		names = {
			Abdullah Abdulhamid Abdulkerim Abdulrahim Ahmet Akif Ali Arif Bahaeddin Bekir Cemal Cevad Celaleddin Cevdet Daud Edhem Emin Enver Fahri Fevzi Ferid Fuat Hafiz Hamza Halil Halim Hasan Hayrullah Husrev Ibrahim Iskender Ismet Izzet Kamil Kazim Kemal Lutfi Mahmut Mehmet Mithat Muhtar Murat Musa Mustafa Namik Nazim Nurettin Nuri Numan Omar Osman Pertev Rauf Receb Reshad Refet Rifat Riza Sabaheddin Said Selim Shevket Shukru Suleyman Talat Tevfik Vefik Yusuf Yunus Ziya Ziyauddin
		}
	}
	female = {
		names = {

		}
	}
	surnames = {
		Altay Karabekir Cakmak Gürman Orbay Subasi Erkilet Koval Omurtak Özsü Atli Gökberk
	}
	callsigns = {

	}
}
### Entity: Scripted Effect
Component: BUL_set_appropriate_cosmetic_tag
Constructs: limit, has_government, has_country_flag, set_cosmetic_tag
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_set_appropriate_cosmetic_tag = {
	if = {
		limit = {
			original_tag = BUL
		}
		if = {
			limit = {
				has_country_flag = BUL_tbe_flag
			}
			if = {
				limit = {
					has_government = communism
				}
				set_cosmetic_tag = TBE_third_bulgarian_empire_communism
			}
			else_if = {
				limit = {
					has_government = democratic
				}
				set_cosmetic_tag = TBE_third_bulgarian_empire_democratic
			} {
				limit = {
					has_government = fascism
				}
				set_cosmetic_tag = TBE_third_bulgarian_empire_fascism
			}
			else = {
				set_cosmetic_tag = TBE_third_bulgarian_empire_neutrality
			}
		}
		else_if = {
			limit = {
				has_country_flag = BUL_ubf_flag
			}
			if = {
				limit = {
					has_government = communism
				}
				set_cosmetic_tag = UBF_united_balkan_federation_communism
			}
			else_if = {
				limit = {
					has_government = democratic
				}
				set_cosmetic_tag = UBF_united_balkan_federation_democratic
			} {
				limit = {
					has_government = fascism
				}
				set_cosmetic_tag = UBF_united_balkan_federation_fascism
			}
			else = {
				set_cosmetic_tag = UBF_united_balkan_federation_neutrality
			}
		}
	}
}
### Entity: Decision
Component: GER_colonizing_the_east
Constructs: limit, add_stability, fire_only_once, check_variable, has_manpower, complete_effect, add_manpower, add_command_power
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
GER_colonizing_the_east = {
	GER_send_farmers_east = {
		state_target = yes
		targets = {
			190 811 809 808 810 12 13 812 191 813 209
		}
		visible = {
			controls_state = FROM
			check_variable = {
				var = FROM.colonization_status
				value = 10
				compare = less_than
			}
		}
		available = {

		}
		on_map_mode = map_and_decisions_view
		icon = GFX_decision_POL_looming_peasants_strike
		custom_cost_trigger = {
			command_power = > 24
			has_manpower = > 1999
		}
		complete_effect = {
			hidden_effect = {
				add_manpower = -2000
				add_command_power = -25
			}
		}
		custom_cost_text = decision_cost_CP_25_Manpower2000
		days_remove = 25
		remove_effect = {
			add_stability = -0.005
			add_to_variable = {
				FROM.colonization_status = 1
			}
			custom_effect_tooltip = GER_colonization_status_increase_tt
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_manpower = -8000
			}
			FROM = {
				add_manpower = 10000
			}
		}
		days_re_enable = 25
		ai_will_do = {
			base = 10
		}
	}
	GER_full_integration = {
		state_target = yes
		targets = {
			190 811 809 808 810 12 13 812 191 813 209
		}
		visible = {
			controls_state = FROM
			check_variable = {
				var = FROM.colonization_status
				value = 10
				compare = equals
			}
		}
		available = {

		}
		fire_only_once = yes
		on_map_mode = map_and_decisions_view
		icon = GFX_decision_infiltrate_state
		cost = 35
		days_remove = 30
		remove_effect = {
			add_stability = 0.03
			FROM = {
				add_core_of = ROOT
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		ai_will_do = {
			base = 20
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_vikings
Constructs: prerequisite, has_war, limit, has_government, add_war_support, completion_reward, is_subject, add_state_core
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_vikings
	icon = GFX_focus_generic_strike_at_democracy2
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			has_war = yes
		}
	}
	prerequisite = {
		focus = ICE_fas_leader
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	x = 22
	y = 5
	completion_reward = {
		add_war_support = 0.15
		custom_effect_tooltip = generic_skip_one_line_tt ICE_vikings_tt
		hidden_effect = {
			add_state_core = 101 337 37 970 142 124 138
			add_state_claim = 971 99 964 37 1027 145 110 1031 1032 967 1033 1034 1035 666 1029 968 1028 1026 969 1030 1025 1024 143 144 38 139 140 141
		}
		if = {
			limit = {
				NOT = {
					NOR = {
						is_in_faction_with = ICE
					}
				}
				country_exists = NOR
			}
			create_wargoal = {
				target = NOR
				expire = 0
				type = annex_everything
			}
		} {
			limit = {
				NOT = {
					DEN = {
						is_in_faction_with = ICE
					}
				}
				country_exists = DEN
			}
			create_wargoal = {
				target = DEN
				expire = 0
				type = annex_everything
			}
		} {
			limit = {
				NOT = {
					SWE = {
						is_in_faction_with = ICE
					}
				}
				country_exists = SWE
			}
			create_wargoal = {
				target = SWE
				expire = 0
				type = annex_everything
			}
		} {
			limit = {
				NOT = {
					FIN = {
						is_in_faction_with = ICE
					}
				}
				country_exists = FIN
			}
			create_wargoal = {
				target = NOR
				expire = 0
				type = take_state_focus
				generator = {
					145
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_oppose_the_zaibatsus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_oppose_the_zaibatsus
	icon = GFX_focus_JAP_oppose_zaibatsus
	x = 0
	y = 1
	relative_position_id = JAP_ikki_kitas_state_socialist_ideals
	prerequisite = {
		focus = JAP_ikki_kitas_state_socialist_ideals
	}
	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_IMPERIAL_INFLUENCE FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		JAP_small_zaibatsu_faction_loss = yes
		custom_effect_tooltip = generic_skip_one_line_tt JAP_oppose_the_zaibatsus_tt
		add_timed_idea = {
			idea = JAP_restructing_the_industrial_conglomerates
			days = 360
		}
		effect_tooltip = {
			JAP_add_or_modify_early_industrialization = yes
			add_to_variable = {
				JAP_industry_consumer_goods_factor = -0.1
				tooltip = consumer_goods_factor_tt
			} {
				JAP_industry_factory_energy_consumption = -0.05
				tooltip = factory_energy_consumption_tt
			} {
				JAP_industry_local_resources_coal_factor = 0.05
				tooltip = local_resources_coal_factor_tt
			} {
				JAP_industry_industrial_capacity_factory = 0.05
				tooltip = industrial_capacity_factory_tt
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_rural_militias
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_rural_militias
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = CHI_public_works
	}
	x = 1
	y = 1
	relative_position_id = CHI_public_works
	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_MANPOWER
	}
	completion_reward = {
		add_ideas = CHI_rural_militias
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_support_baltic_fascists
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_support_baltic_fascists
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = LAT_free_the_ugonskrusts
	}
	mutually_exclusive = {
		focus = LAT_lightning_strike
	}
	x = -1
	y = 1
	relative_position_id = LAT_free_the_ugonskrusts
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			LIT = {
				NOT = {
					has_government = fascism
					exists = no
					is_subject = yes
				}
			}
			EST = {
				NOT = {
					has_government = fascism
					exists = no
					is_subject = yes
				}
			}
		}
	}
	bypass = {
		LIT = {
			OR = {
				has_government = fascism
				exists = no
				is_subject = yes
			}
		}
		EST = {
			OR = {
				has_government = fascism
				exists = no
				is_subject = yes
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				EST = {
					has_government = fascism
				}
			}
			EST = {
				country_event = LAT_events.3
			}
		} {
			limit = {
				LIT = {
					has_government = fascism
				}
			}
			LIT = {
				country_event = LAT_events.3
			}
		}
		unlock_decision_category_tooltip = promote_baltic_fascism_cat
	}
}
### Entity: State History
Component: 936
Constructs: add_core_of, add_to_array
Source: game
File: history/states/936-Outer Wilno.txt

Code:
state = {
	id = 936
	name = STATE_936
	history = {
		owner = POL
		buildings = {
			infrastructure = 3
		}
		victory_points = {
			11391 1
		}
		add_core_of = POL BLR
		add_to_array = {
			state_victory_points = 11391
		}
	}
	provinces = {
		6340 11391
	}
	manpower = 165000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Game Data
Component: thats_not_vanilla
Constructs: has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-ribbon.txt

Code:
thats_not_vanilla = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		exists = yes
	}
	happened = {
		OR = {
			original_tag = LIE SAN ADR MNC FRI EGY DNZ MPL
		}
	}
	ribbon = {
		frames = {
			1
		}
		colors = {
			{
				120.0 77.0 117.0 1.0
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_win
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, has_global_flag, allow_branch, set_portraits
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_win
	icon = GFX_goal_ISR_victory
	relative_position_id = ISR_revolution
	x = 0
	y = 6
	offset = {
		trigger = {
			has_global_flag = MPL_jerusalem_conference
		}
		y = -5
	}
	available = {
		OR = {
			NOT = {
				has_war_with = PAL
			} {
				country_exists = PAL
			}
		}
		NOT = {
			has_war_with = JOR EGY SYR IRQ LEB
		}
	}
	allow_branch = {
		always = yes
	}
	prerequisite = {
		focus = ISR_purge_irgun ISR_assume_the_national_cause ISR_legacy_of_the_conference
	} {
		focus = ISR_operation_yoav ISR_the_west_bank ISR_legacy_of_the_conference
	}
	cost = 3
	completion_reward = {
		hidden_effect = {
			ISR_david_ben_gurion = {
				set_portraits = {
					character = ISR_david_ben_gurion
					civilian = {
						large = gfx/leaders/ISR/r56_portrait_ISR_David_Ben_Gourion.dds
					}
				}
			}
		}
		country_event = {
			id = israel.15
			days = 1
			random_hours = 12
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				controls_state = 1016
			}
			set_province_name = {
				id = 1086
				name = Yerushalayim
			}
		} {
			limit = {
				controls_state = 454
			}
			set_province_name = {
				id = 1065
				name = Heyfa
			} {
				id = 4206
				name = Tel Aviv-Yafo
			}
			set_victory_points = {
				province = 1201
				value = 1
			}
		} {
			limit = {
				controls_state = 1017
			}
			set_province_name = {
				id = 4088
				name = Be'er Sheva
			} {
				id = 1015
				name = Eilat
			}
		} {
			limit = {
				controls_state = 966
			}
			set_province_name = {
				id = 7107
				name = Shkem
			} {
				id = 13443
				name = Hevron
			}
		} {
			limit = {
				owns_state = 966
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			966 = {
				add_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance
					scope = ISR
				}
			}
		} {
			limit = {
				owns_state = 949
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			949 = {
				add_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance
					scope = ISR
				}
			}
		} {
			limit = {
				owns_state = 454
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			454 = {
				add_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_low
					scope = ISR
				}
			}
		} {
			limit = {
				owns_state = 1016
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			1016 = {
				add_dynamic_modifier = {
					modifier = r56_ISR_pal
# ... (truncated)
### Entity: Character
Component: EGY_ahmad_maher_pasha
Constructs: has_government
Source: game
File: common/characters/EGY.txt

Code:
EGY_ahmad_maher_pasha = {
	name = Ahmad Maher Pasha
	portraits = {
		civilian = {
			small = GFX_idea_EGY_ahmad_maher_pasha
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = EGY_ahmad_maher_pasha
		allowed = {
			original_tag = EGY
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		traits = {
			anti_fascist_appeaser
		}
	}
}
### Entity: Idea
Component: sumerbank
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/turkey.txt

Code:
sumerbank = {
	picture = tur_balkan_central_bank_wealthy_greece
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	visible = {
		always = yes
	}
	available = {
		TUR_debt_council_has_no_sway = yes
		has_completed_focus = TUR_continue_the_sumerbank_industrialization_scheme
	}
	traits = {
		industrial_investment_bank
	}
	research_bonus = {

	}
	modifier = {

	}
}