Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Naval_Bomber_Production
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Naval_Bomber_Production
	icon = GFX_goal_generic_air_naval_bomber2_new
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.25
	}
	prerequisite = {
		focus = DEN_Fighter_Production DEN_Expand_the_Operational_Command
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_RESEARCH
	}
	x = 1
	y = 2
	relative_position_id = DEN_Establish_the_Royal_Airforce
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = DEN_Naval_Bomber_Production
				uses = 1
				bonus = 1
				category = medium_air
			} {
				name = DEN_Naval_Bomber_Production
				uses = 1
				bonus = 0.5
				technology = aircraft_construction
			}
		}
		else = {
			add_tech_bonus = {
				name = DEN_Naval_Bomber_Production
				uses = 2
				bonus = 1
				category = naval_air
			}
		}
	}
}
### Entity: Modifier Reference
Component: NOR_royal_air_force_dmod
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_royal_air_force_dmod = {
	icon = GFX_idea_NOR_luftforsvaret_ns GFX_idea_NOR_luftforsvaret_ns
	enable = {
		NOR_AAT = yes
	}
	air_mission_efficiency = 0.1
	air_mission_xp_gain_factor = 0.12
	license_air_purchase_cost = NOR.NOR_army_air_force_dmod_license_air_purchase_cost
	production_speed_air_base_factor = NOR.NOR_army_air_force_dmod_production_speed_air_base_factor
	production_speed_anti_air_building_factor = NOR.NOR_army_air_force_dmod_production_speed_anti_air_building_factor
	air_doctrine_cost_factor = NOR.NOR_army_air_force_dmod_air_doctrine_cost_factor
	air_ace_bonuses_factor = NOR.NOR_army_air_force_dmod_air_ace_bonuses_factor
	air_ace_generation_chance_factor = NOR.NOR_army_air_force_dmod_air_ace_generation_chance_factor
	air_attack_factor = NOR.NOR_army_air_force_dmod_air_attack_factor
	air_defence_factor = NOR.NOR_army_air_force_dmod_air_defence_factor
	air_nav_efficiency = NOR.NOR_army_air_force_dmod_air_nav_efficiency
}
### Entity: Idea
Component: ETH_mytishchy_machine_building_plant
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_mytishchy_machine_building_plant = {
	picture = SOV_mytishchy_machine_building_plant
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_mytishchi-ababa_plant
	}
	research_bonus = {
		armor = 0.1
	}
	traits = {
		tank_refurbishment_plant
	}
	modifier = {
		equipment_conversion_speed = 0.15
		equipment_capture_factor = 0.15
		land_equipment_upgrade_xp_cost = -0.1
	}
}
### Entity: Idea
Component: SLO_slovak_army
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/slovakia.txt

Code:
SLO_slovak_army = {
	picture = HUN_secret_rearmament
	allowed = {
		original_tag = SLO
	}
	available = {
		original_tag = SLO
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.2
		training_time_factor = -0.05
		supply_consumption_factor = -0.05
		out_of_supply_factor = -0.1
		air_ace_generation_chance_factor = 0.25
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_support_artillery
Constructs: prerequisite, completion_reward, add_tech_bonus, arty_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_support_artillery
	icon = GFX_goal_generic_army_artillery2
	text = GRE_support_artillery
	prerequisite = {
		focus = GRE_army_reform
	}
	x = 4
	y = 1
	relative_position_id = GRE_army_reform
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = arty_bonus
			bonus = 1
			uses = 2
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_expand_national_universities
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_expand_national_universities
	icon = GFX_focus_research
	prerequisite = {
		focus = ITA_investments_in_edison
	}
	x = 0
	y = 1
	relative_position_id = ITA_investments_in_edison
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Achievement
Component: im_playing_both_sides_so_i_always_come_out_on_top
Constructs: has_country_flag, is_ironman, has_any_custom_difficulty_setting, has_dlc
Source: game
File: common/achievements.txt

Code:
im_playing_both_sides_so_i_always_come_out_on_top = {
	id = 268
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			has_dlc = Arms Against Tyranny
			AND = {
				has_dlc = Peace For Our Time
				tag = CZE
			}
		}
	}
	happened = {
		OR = {
			any_country = {
				has_country_flag = achievement_bought_cze_weapons
				any_enemy_country = {
					has_country_flag = achievement_bought_cze_weapons
				}
			} {
				any_purchase_contract = {
					seller = ROOT
				}
				any_enemy_country = {
					any_purchase_contract = {
						seller = ROOT
					}
				}
			}
		}
	}
}
### Entity: Character
Component: CHI_former_police_officer
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_former_police_officer = {
	sprite = 13
	random = no
	foreign_subversive_activites = -0.2
	resistance_target = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: WHY_faust
Source: game
File: common/characters/WHY.txt

Code:
WHY_faust = {
	name = Faust, not the Goethe One
	portraits = {
		civilian = {
			large = gfx/leaders/WHY/r56w_portrait_WHY_faust.dds
		}
	}
	corps_commander = {
		traits = {
			r56w_trait_army_packed_lunch
		}
		skill = 5
		attack_skill = 5
		defense_skill = 5
		planning_skill = 5
		logistics_skill = 4
		legacy_id = -1
	}
}
### Entity: Character
Component: industrial_focused_central_bank
Source: game
File: common/country_leader/00_traits.txt

Code:
industrial_focused_central_bank = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: POL_sanation_right_opposition_up
Constructs: limit, remove_ideas, has_government, has_idea, swap_ideas, remove_idea, add_idea, is_ai
Source: game
File: common/scripted_effects/POL_scripted_effects.txt

Code:
POL_sanation_right_opposition_up = {
	if = {
		limit = {
			has_idea = POL_sanation_right_opposition_1
		}
		swap_ideas = {
			remove_idea = POL_sanation_right_opposition_1
			add_idea = POL_sanation_right_opposition_2
		}
	}
	else_if = {
		limit = {
			has_idea = POL_sanation_right_opposition_2
		}
		swap_ideas = {
			remove_idea = POL_sanation_right_opposition_2
			add_idea = POL_sanation_right_opposition_3
		}
	} {
		limit = {
			has_idea = POL_sanation_right_opposition_3
		}
		swap_ideas = {
			remove_idea = POL_sanation_right_opposition_3
			add_idea = POL_sanation_right_opposition_4
		}
	} {
		limit = {
			has_idea = POL_sanation_right_opposition_4
		}
		if = {
			limit = {
				OR = {
					AND = {
						is_ai = yes
						is_historical_focus_on = no
					} {
						is_ai = no
					}
				}
			}
			remove_ideas = POL_sanation_right_opposition_4
			hidden_effect = {
				add_country_leader_role = {
					character = POL_edward_rydzsmigly
					country_leader = {
						ideology = falangism
						traits = {
							sanation_militarist_falangist
						}
						expire = 1965.1.1.1
					}
					promote_leader = yes
				}
			} {
				promote_character = POL_boleslaw_piasecki
			}
			start_civil_war = {
				ideology = fascism
				size = 0.5
				army_ratio = 0.25
				keep_unit_leaders_trigger = {
					NOT = {
						has_trait = POL_sanation_right_leader
					}
				}
			}
			random_other_country = {
				limit = {
					original_tag = ROOT
					has_government = fascism
				}
				set_party_name = {
					ideology = fascism
					long_name = POL_OZON_party_long
					name = POL_OZON_party
				}
				set_cosmetic_tag = POL_SANATION
			}
		}
	}
}
### Entity: Decision
Component: PRC_economic_planning_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_economic_planning_cat = {
	icon = GFX_decision_category_generic_industry
	priority = 1
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PRC
	}
	visible_when_empty = no
}
### Entity: Idea
Component: SIA_department_of_independent_state_commerce_r56
Constructs: has_completed_focus, industrial_capacity_factory, production_speed_buildings_factor, has_global_flag, research_bonus
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_department_of_independent_state_commerce_r56 = {
	cost = 75
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = SIA
	}
	visible = {
		NOT = {
			has_global_flag = sia_dlc_focus_tree
			has_completed_focus = SIA_begin_the_national_industrial_plan_r56
		}
	}
	available = {
		has_completed_focus = SIA_dept_independent_state_commerce_r56
	}
	research_bonus = {
		industry = 0.04
	}
	traits = {
		industrial_concern
	}
	modifier = {
		industrial_capacity_factory = 0.04
		industrial_capacity_dockyard = 0.04
		production_speed_buildings_factor = 0.04
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_proliferate_national_populism
Constructs: has_completed_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_proliferate_national_populism
	icon = GFX_goal_generic_propaganda
	relative_position_id = CHL_unify_the_fascist_movements
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_unify_the_fascist_movements
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		NOT = {
			has_completed_focus = CHL_commence_the_counter_revolution
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = CHL_proliferate_national_populism_tt CHL_skip_one_line_tt
		CHL_one_more_fascist_focus_done = yes
	}
}
### Entity: Character
Component: GER_reich_minister_foreign_affairs_neurath
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_minister_foreign_affairs_neurath = {
	random = no
	sprite = 13
	improve_relations_maintain_cost_factor = -0.5
	trade_opinion_factor = 0.1
	subjects_autonomy_gain = -0.1
	compliance_growth = 0.01
	foreign_subversive_activites = -0.25
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: IRQ_invite_foreign_investors
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_invite_foreign_investors = {
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_build_infrastructure
	modifier = {
		production_speed_infrastructure_factor = 0.15
		production_speed_industrial_complex_factor = 0.1
		democratic_drift = 0.01
		democratic_acceptance = 35
	}
}
### Entity: Country History
Country: IAS
Component: IAS_army
Source: game
File: history/countries/IAS - Isthmo Amerindia.txt

Code:
# OOB & Army Setup for IAS
oob = CHL_1936
### Entity: Modifier Reference
Component: DEN_haeren_dynamic_modifier_max_improved
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_haeren_dynamic_modifier_max_improved = {
	enable = {
		always = yes
	}
	icon = GFX_idea_DEN_haeren_3
	army_attack_against_minor_factor = DEN_haeren_army_attack_against_minor
	army_speed_factor = DEN_haeren_army_speed
	army_org_factor = DEN_haeren_army_org
	org_loss_when_moving = DEN_haeren_org_loss_when_moving
	army_attack_factor = DEN_haeren_army_attack
	army_defence_factor = DEN_haeren_army_defence
	army_core_attack_factor = DEN_haeren_army_core_attack
	army_core_defence_factor = DEN_haeren_army_core_defence
	army_armor_attack_factor = DEN_haeren_army_armor_attack
	army_armor_defence_factor = DEN_haeren_army_armor_defence
	army_artillery_defence_factor = DEN_haeren_army_artillery_defence
	army_artillery_attack_factor = DEN_haeren_army_artillery_attack
	army_attack_against_major_factor = DEN_haeren_army_attack_against_major
	army_defence_against_major_factor = DEN_haeren_army_defence_against_major
}
### Entity: Character
Component: assault_gun_manufacturer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
assault_gun_manufacturer = {
	random = no
	equipment_bonus = {
		armor = {
			soft_attack = 0.05
			hard_attack = 0.05
		}
		light_tank_artillery_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	equipment_conversion_speed = 0.2
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_Carrier
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_Carrier
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = ISR_Dockyards
	}
	x = 1
	y = 1
	relative_position_id = ISR_Dockyards
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1
			uses = 1
			category = cv_tech
		}
		custom_effect_tooltip = GEN_Generals_Other_nav_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: kmt.33
Constructs: is_triggered_only, ai_chance, fire_only_once, add_popularity, add_timed_idea, set_country_flag, swap_ideas, remove_idea
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.33
	title = kmt.33.t
	desc = kmt.33.d
	picture = GFX_report_event_china_politicians_captured
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 0
		}
		name = kmt.33.a
		custom_effect_tooltip = baihua_end_now
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		} {
			ideology = fascism
			popularity = -0.02
		} {
			ideology = communism
			popularity = 0.02
		}
		add_timed_idea = {
			idea = KMT_baihua_stage_1_finished
			days = 365
		}
		set_country_flag = baihua_completed
	} {
		ai_chance = {
			base = 100
		}
		name = kmt.33.b
		swap_ideas = {
			remove_idea = KMT_baihua_stage_1_idea
			add_idea = KMT_baihua_stage_2_idea
		}
		hidden_effect = {
			activate_mission = PRC_hundred_flowers_campaign_progress
		}
	}
}
### Entity: Modifier Reference
Construct: amphibious_invasion_against
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## amphibious_invasion_against

* Number with 1 decimal places
* **Categories**: naval
### Entity: National Focus
Tree: ast_focus
Component: AST_undeniably_ours
Constructs: prerequisite, limit, has_country_flag, completion_reward, enable_automatic_bypass, every_state, is_controlled_by, is_on_continent
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_undeniably_ours
	icon = GFX_focus_AST_undeniably_ours
	prerequisite = {
		focus = AST_vichy_out_of_africa
	}
	relative_position_id = AST_vichy_out_of_africa
	x = 0
	y = 2
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = vichy_exist_trigger
			country_exists = VIC
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = vichy_exist_not_trigger
			NOT = {
				country_exists = VIC
			}
		}
		date = > 1941.01.01
	}
	enable_automatic_bypass = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_country_flag = AST_vichy_africa_claim_flag AST_vichy_pact_flag
				}
			}
			custom_effect_tooltip = AST_vichy_out_of_africa_tt1
		} {
			limit = {
				has_country_flag = AST_vichy_pact_flag
			}
			custom_effect_tooltip = AST_vichy_out_of_africa_tt2 AST_remove_vichy_out_of_africa_decisions
		} {
			limit = {
				has_country_flag = AST_vichy_africa_claim_flag
			}
			every_state = {
				limit = {
					is_controlled_by = VIC
					is_on_continent = africa
				}
				add_claim_by = AST
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			ELSE = {
				every_state = {
					limit = {
						has_state_flag = AST_vichy_claim
					}
					add_claim_by = AST
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
		}
		custom_effect_tooltip = vichy_wargoal
		hidden_effect = {
			create_wargoal = {
				type = annex_everything
				target = VIC
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: ROM_percentage_power_balance_medium_decrease
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_ROM_scripted_effects.txt

Code:
ROM_percentage_power_balance_medium_decrease = {
	add_power_balance_value = {
		id = ROM_percentage_power_balance
		value = -0.4
	}
}
### Entity: Modding Documentation
Construct: gbreload
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## gbreload
* Not available in release build

Reloads gradient borders
### Entity: Unit Template
Component: SOV_MNT_01
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_MNT_01 = {
	name = Mountain Rifle Division
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		SOV_INF_01
	}
	fallback_name = %dya Gornostrelkovaya Diviziya
	ordered = {
		9 = {
			%dya 'Kavkazskaya' Gornostrelk.Div.
		}
		20 = {
			%dya 'Proletar. Donb.' Gornostrelk. Div.
		}
		30 = {
			%dya 'Irkutskaya' Gornostrelk. Div.
		}
		44 = {
			%dya 'Kievskaya' Gornostrelk. Div.
		}
		47 = {
			%dya 'Gruzinskaya' Gornostrelk. Diviziya
		}
		60 = {
			%dya 'Kavkazskaya' Gornostrelk. Diviziya
		}
		76 = {
			%dya 'Armyanskaya' Gornostrelk. Div.
		}
		96 = {
			%dya 'Vinnitskaya' Gornostrelk. Div.
		}
		63 = {
			%dya 'Gruzinskaya' Gornostrelk. Div.
		}
		77 = {
			%dya 'Azerbajdzhansk.' Gornostrelk. Div.
		}
		83 = {
			%dya 'Turkestanskaya' Gornostrelk. Div.
		}
		58 = {
			%dya Gornostrelkovaya Diviziya
		}
		72 = {
			%dya 'Turkestanskaya' Gornostrelk. Div.
		}
		68 = {
			%dya 'Turkestanskaya' Gornostrelk. Div.
		}
		28 = {
			%dya 'Gorskaya' Gornostrelk. Div.
		}
		79 = {
			%dya Gornostrelkovaya Diviziya
		}
		101 = {
			%dya Gornostrelkovaya Diviziya
		}
		138 = {
			%dya Gornostrelkovaya Diviziya
		}
		192 = {
			%dya Gornostrelkovaya Diviziya
		}
		194 = {
			%dya Gornostrelkovaya Diviziya
		}
		232 = {
			%dya Gornostrelkovaya Diviziya
		}
		302 = {
			%dya Gornostrelkovaya Diviziya
		}
	}
}
### Entity: Event
Component: LAT_event.5
Constructs: has_completed_focus, create_country_leader, has_government, fire_only_once, set_country_flag, add_popularity, set_politics
Source: game
File: events/LAT_events.txt

Code:
country_event = {
	id = LAT_event.5
	title = LAT_event.5.t
	desc = LAT_event.5.desc
	picture = GFX_report_event_election_vote
	trigger = {
		original_tag = LAT
		has_government = neutrality
		date = > 1936.04.04
		has_completed_focus = LAT_a_rejection_of_ulmanis
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 3
	}
	option = {
		name = LAT_event.5.a
		set_country_flag = LAT_alberts_kviesis_reestablished_democracy
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		create_country_leader = {
			name = Pauls Kalniņš
			desc = 
			picture = gfx/leaders/LAT/r56_portrait_LAT_Pauls_Kalnins.dds
			expire = 1965.1.1
			ideology = socialism
			traits = {
				stout_defender
			}
		}
	} {
		name = LAT_event.5.b
		country_event = {
			id = LAT_event.7
		}
	}
}
### Entity: Character
Component: YUG_ljubomir_maric
Source: game
File: common/characters/YUG.txt

Code:
YUG_ljubomir_maric = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = YUG_ljubomir_maric
		ledger = army
		allowed = {
			original_tag = YUG
		}
		traits = {
			military_theorist
		}
	}
	name = YUG_ljubomir_maric
	portraits = {
		army = {
			small = GFX_idea_YUG_ljubomir_maric
		}
	}
}
### Entity: Country History
Country: RKG
Component: RKG_technology
Constructs: set_technology
Source: game
File: history/countries/RKG - Reichskommisariat Norwegen.txt

Code:
# Starting Technologies for RKG
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: Character
Component: TUR_mehmet_fahri_engin
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_mehmet_fahri_engin = {
	name = TUR_mehmet_fahri_engin
	portraits = {
		army = {
			small = GFX_idea_tur_mehmet_fahri_engin
		}
	}
	advisor = {
		slot = high_command
		idea_token = TUR_mehmet_fahri_engin
		name = TUR_mehmet_fahri_engin
		ledger = navy
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		traits = {
			navy_fleet_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: ARG_arsenales_de_marina_manufacturer
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/argentina.txt

Code:
ARG_arsenales_de_marina_manufacturer = {
	picture = ARG_arsenal_naval_buenos_aires
	allowed = {
		original_tag = ARG
		has_dlc = Trial of Allegiance
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_the_strength_of_moscow
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated, is_faction_leader
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_the_strength_of_moscow
	icon = GFX_goal_generic_soviet_assistance
	available = {
		OR = {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
				has_war_with = GER
			}
			any_other_country = {
				is_major = yes
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		is_subject = no
		is_in_faction = no
		has_government = communism
	}
	bypass = {
		is_in_faction_with = SOV
	}
	mutually_exclusive = {
		focus = NIC_look_to_washington_once_again NIC_ally_the_champion_of_europe
	}
	prerequisite = {
		focus = NIC_nicaraguan_diplomacy
	}
	x = -4
	y = 1
	relative_position_id = NIC_nicaraguan_diplomacy
	cost = 5
	ai_will_do = {
		factor = 2.5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}