Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: INS_jacob_jan_pesman
Source: game
File: common/characters/INS.txt

Code:
INS_jacob_jan_pesman = {
	name = INS_jacob_jan_pesman
	portraits = {
		army = {
			large = GFX_portrait_INS_jacob_pesman
			small = GFX_portrait_INS_jacob_pesman_small
		}
	}
	corps_commander = {
		traits = {
			INS_loyalty_to_netherlands
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_approach_denmark
Constructs: prerequisite, has_war_with, completion_reward, has_civil_war, is_subject, is_faction_leader
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_approach_denmark
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = NOR_the_nordic_policy
	}
	mutually_exclusive = {
		focus = NOR_reclaim_the_islands
	}
	x = 1
	y = 1
	relative_position_id = NOR_the_nordic_policy
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		is_subject = no
		is_faction_leader = yes
		NOT = {
			has_war_with = DEN
		}
	}
	completion_reward = {
		DEN = {
			country_event = {
				hours = 6
				id = naw_norway.77
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: bftb_bulgaria_fatherland_front.1
Constructs: is_triggered_only, has_completed_focus, limit, add_ideas, fire_only_once, add_political_power, add_popularity, set_country_flag
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_fatherland_front.1
	title = bftb_bulgaria_fatherland_front.1.t
	desc = {
		text = bftb_bulgaria_fatherland_front.1.desc_positive
		trigger = {
			has_completed_focus = BUL_the_fatherland_front
		}
	} {
		text = bftb_bulgaria_fatherland_front.1.desc_negative
		trigger = {
			NOT = {
				has_completed_focus = BUL_the_fatherland_front
			}
		}
	}
	picture = GFX_report_event_bul_partisans_plovdiv
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = BUL_the_fatherland_front
					}
				}
				add_popularity = {
					ideology = communism
					popularity = 0.2
				}
				set_country_flag = BUL_fatherland_front_formed_flag
			}
		}
	}
	option = {
		name = bftb_bulgaria_fatherland_front.1.a
		trigger = {
			has_completed_focus = BUL_the_fatherland_front
		}
		add_political_power = 70
		add_ideas = BUL_fatherland_front_positive
	} {
		name = bftb_bulgaria_fatherland_front.1.b
		trigger = {
			NOT = {
				has_completed_focus = BUL_the_fatherland_front
			}
		}
		effect_tooltip = {
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
		set_party_name = {
			ideology = communism
			long_name = BUL_fatherland_front_party_long
			name = BUL_fatherland_front_party
		}
		add_ideas = BUL_fatherland_front_negative
		activate_mission_tooltip = BUL_ff_impending_coup_mission
		random_unit_leader = {
			limit = {
				has_id = 1203
			}
			add_unit_leader_trait = trait_BUL_ff_sympathizer
		}
		random_list = {
			50 = {
				random_unit_leader = {
					limit = {
						has_id = 1202
					}
					add_unit_leader_trait = trait_BUL_ff_sympathizer
				}
			} {
				random_unit_leader = {
					limit = {
						has_id = 1211
					}
					add_unit_leader_trait = trait_BUL_ff_sympathizer
				}
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_railways_around_kiev
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_railways_around_kiev
	icon = GFX_goal_generic_construct_infrastructure
	relative_position_id = RUT_industry_in_kiev
	x = 0
	y = 2
	prerequisite = {
		focus = RUT_industry_in_kiev
	}
	available = {
		RUT = {
			controls_state = 201 202 203
		}
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		201 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		202 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		203 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/motorized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/motorized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_air_to_ground_radar_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_air_to_ground_radar_MODULE_FOCUS = {
	OR = {
		EAI_MARITIME_military_focus = yes
		EAI_STR_military_focus = yes
	}
}
### Entity: Idea
Component: fin_propagandafocus
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_propagandafocus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = communism
		}
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		conscription = 0.02
		stability_factor = 0.05
		communism_acceptance = 30
	}
}
### Entity: Event
Component: wtt_political_organisation.9
Constructs: is_triggered_only
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_organisation.9
	title = wtt_political_organisation.9.t
	desc = wtt_political_organisation.9.desc
	picture = GFX_report_event_generic_rally_3
	is_triggered_only = yes
	option = {
		name = wtt_political_organisation.9.a
	}
}
### Entity: Event
Component: SEA_border_incidents_events.4
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_border_incidents_events.4
	title = SEA_border_incidents_events.4.t
	desc = SEA_border_incidents_events.4.desc
	picture = GFX_report_event_japan_army_mountainside
	is_triggered_only = yes
	option = {
		name = SEA_border_incidents_events.4.a
	}
}
### Entity: Character
Component: ADR_roc_pallares_i_rossell
Source: game
File: common/characters/ADR.txt

Code:
ADR_roc_pallares_i_rossell = {
	name = ADR_roc_pallares_i_rossell
	portraits = {
		civilian = {
			large = GFX_Portrait_ADR_roc_pallares_i_rossell
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Idea
Component: BEL_ateliers_metallurgiques_sambre
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_ateliers_metallurgiques_sambre = {
	picture = BEL_ateliers_metallurgiques_sambre
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	available = {

	}
	visible = {

	}
	cost = 150
	modifier = {
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_supply_node_factor = 0.1
	}
	research_bonus = {
		construction_tech = 0.1
		motorized_equipment = 0.1
	}
	traits = {
		construction_company_shell
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_look_for_allies
Constructs: prerequisite, completion_reward, has_country_leader, add_country_leader_trait, set_party_name
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_look_for_allies
	icon = GFX_focus_RAJ_seek_allies_with_the_muslim_league
	prerequisite = {
		focus = CHI_lay_the_foundation_for_a_united_china
	}
	x = 0
	y = 1
	relative_position_id = CHI_lay_the_foundation_for_a_united_china
	cost = 10
	available = {
		has_country_leader = {
			character = CHI_wang_jingwei
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_prepare_for_a_change_in_leadership_tt_2 generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		CHI_wang_jingwei = {
			add_country_leader_trait = BRA_political_fox
		}
		set_party_name = {
			ideology = neutrality
			long_name = CHI_left_kmt_party_long
			name = CHI_left_kmt_party
		}
		show_ideas_tooltip = CHI_chu_minying CHI_mei_siping CHI_zhou_fohai
	}
}
### Entity: Achievement
Component: the_bell_tolls_for_us
Constructs: has_government, has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_bell_tolls_for_us = {
	id = 20
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SPR
	}
	happened = {
		NOT = {
			has_government = fascism
		}
		has_country_flag = achievement_won_spanish_civil_war
		OR = {
			has_government = communism democratic
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_production_effort
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_production_effort
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = SER_construction_effort
	}
	relative_position_id = SER_construction_effort
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: PAR_febrerista_land_reform
Constructs: stability_factor, production_speed_buildings_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/paraguay.txt

Code:
PAR_febrerista_land_reform = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = gre_agricultural_communes
	modifier = {
		democratic_drift = -0.03
		production_speed_buildings_factor = 0.15
		local_resources_factor = 0.1
		consumer_goods_factor = -0.05
		stability_factor = -0.1
	}
}
### Entity: Character
Component: SPA_francisco_franco
Constructs: has_government, has_dlc, has_global_flag
Source: game
File: common/characters/SPR.txt

Code:
SPA_francisco_franco = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPA_francisco_franco
		portraits = {
			army = {
				large = GFX_portrait_spain_francisco_franco
				small = GFX_portrait_SPA_francisco_franco_small
			}
		}
		field_marshal = {
			traits = {
				logistics_wizard organisational_leader expert_delegator
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
			legacy_id = 1108
			visible = {
				OR = {
					NOT = {
						has_global_flag = spanish_civil_war
					}
					AND = {
						tag = SPA
						has_global_flag = spanish_civil_war
						NOT = {
							has_global_flag = SPR_sin_paquito
						}
					} {
						tag = SPD
						has_global_flag = spanish_civil_war SPR_sin_paquito
					}
					original_tag = CHL
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPA_francisco_franco
		portraits = {
			civilian = {
				large = GFX_portrait_spain_francisco_franco
			}
			army = {
				small = GFX_idea_francisco_franco
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SPA_francisco_franco
			name = SPR_fransisco_franco
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			available = {
				custom_trigger_tooltip = {
					tooltip = spr_franco_unavailable_tooltip
					OR = {
						has_government = fascism
						AND = {
							NOT = {
								has_government = communism
							} {
								any_country_with_original_tag = {
									original_tag_to_check = SPR
									NOT = {
										tag = root
									}
									has_government = fascism
								}
							}
						}
					}
				}
			}
			traits = {
				army_chief_offensive_3
			}
			cost = 200
			ai_will_do = {
				factor = 1.0
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Character
Component: AUS_protector_of_austrian_independence
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_protector_of_austrian_independence = {
	random = no
	democratic_drift = 0.02
	stability_factor = 0.05
	surrender_limit = 0.25
	war_stability_factor = 0.25
	army_core_defence_factor = 0.02
}
### Entity: State History
Component: 553
Constructs: add_core_of
Source: game
File: history/states/553-Lebanon.txt

Code:
state = {
	id = 553
	name = STATE_553
	manpower = 1104000
	state_category = town
	history = {
		owner = LEB
		victory_points = {
			792 5
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 5
			792 = {
				naval_base = 3
			}
		}
		add_core_of = LEB
	}
	provinces = {
		792 1108 11919
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_war_with_japan
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_offensive_war, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_war_with_japan
	available = {
		has_offensive_war = no
		JAP = {
			ENG_focus_available_war = yes
		}
		has_government = democratic
	}
	bypass = {
		has_war_with = JAP
	}
	will_lead_to_war_with = JAP
	prerequisite = {
		focus = uk_sanction_japan_focus
	} {
		focus = ENG_sarawakrangers_focus
	} {
		focus = ENG_east_indies_fleet_focus
	}
	icon = GFX_focus_attack_japan
	x = 2
	y = 1
	relative_position_id = uk_sanction_japan_focus
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = JAP
			expire = 0
		}
	}
}
### Entity: AI Strategy
Component: r56_com_hate_anti_com_SPB
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_SPB = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		SPB = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = SPB
		value = -800
	} {
		type = support
		id = SPB
		value = -25
	} {
		type = befriend
		id = SPB
		value = -25
	} {
		type = alliance
		id = SPB
		value = -75
	}
}
### Entity: AI Strategy
Component: GER_super_boost_light_for_med_armor
Constructs: division_template, has_tech, has_template_ai_majority_unit
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_super_boost_light_for_med_armor = {
	allowed = {
		original_tag = GER
	}
	enable = {
		OR = {
			has_tech = basic_medium_tank basic_medium_tank_chassis
		}
		NOT = {
			has_template_ai_majority_unit = medium_armor
		}
	}
	abort = {
		has_template_ai_majority_unit = medium_armor
	}
	ai_strategy = {
		type = land_xp_spend_priority
		id = division_template
		value = 100
	} {
		type = template_prio
		id = light_armor
		value = 100
	} {
		type = template_prio
		id = medium_armor
		value = 150
	} {
		type = template_prio
		id = motorized
		value = 200
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ATemplate-info.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Template-info.png &#8206;(50 × 26 pixels, file size: 3 KB, MIME type: image/png)

This file is from a shared repository and may be used by other projects.
Please see the file description page for further information.

File history
### Entity: Character
Component: PAR_isaias_baez_allende
Source: game
File: common/characters/PAR.txt

Code:
PAR_isaias_baez_allende = {
	advisor = {
		slot = high_command
		idea_token = PAR_isaias_baez_allende
		ledger = army
		allowed = {
			original_tag = PAR
		}
		traits = {
			army_concealment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: Character
Component: MEN_deng_linge
Source: game
File: common/characters/MEN.txt

Code:
MEN_deng_linge = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = MEN_deng_linge
		ledger = air
		allowed = {
			original_tag = MEN
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = MEN_deng_linge
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_military_complex_of_the_parana_valley
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_military_complex_of_the_parana_valley
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = BRA_R56_grande_valley_military_complex
	}
	relative_position_id = BRA_R56_grande_valley_military_complex
	x = -1
	y = 1
	cost = 5
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				503
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_100
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_100 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 100
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 100
	}
}
### Entity: Country History
Country: BAD
Component: BAD_misc
Constructs: limit, set_technology, set_research_slots, set_country_flag, set_grand_doctrine, has_dlc, is_ai
Source: game
File: history/countries/BAD - Baden.txt

Code:
# Misc for BAD
capital = 923
set_research_slots = 4
set_country_flag = started_out_as_landlocked
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		aa_lmg = 1
		aa_cannon_1 = 1
		engines_1 = 1
		engines_2 = 1
		early_bombs = 1
		aircraft_construction = 1
		iw_small_airframe = 1
		basic_small_airframe = 1
		iw_medium_airframe = 1
		basic_medium_airframe = 1
		iw_large_airframe = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			fighter1 = 1
			early_bomber = 1
			tactical_bomber1 = 1
			strategic_bomber1 = 1
			flying_boat = 1
			CAS1 = 1
			naval_bomber1 = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		has_dlc = La Resistance
		BAD = {
			is_ai = no
		}
	}
	set_technology = {
		armored_car1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
### Entity: Event
Component: bftb_turkey.50
Constructs: is_triggered_only, ai_chance, limit, has_tech, has_dlc, send_equipment, add_offsite_building
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.50
	title = bftb_turkey.50.t
	desc = bftb_turkey.50.desc
	picture = GFX_report_event_tur_cakmak_general_staff
	is_triggered_only = yes
	option = {
		name = bftb_turkey.50.a
		ai_chance = {
			factor = 70
		}
		trigger = {
			OR = {
				has_tech = improved_light_tank improved_light_tank_chassis
			}
		}
		IF = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			send_equipment = {
				target = TUR
				type = light_tank_equipment_2
				amount = 50
			}
		}
		else = {
			send_equipment = {
				target = TUR
				type = light_tank_chassis_2
				amount = 50
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 3
		}
		TUR = {
			country_event = bftb_turkey.51
		}
	} {
		name = bftb_turkey.50.b
		ai_chance = {
			factor = 70
		}
		trigger = {
			OR = {
				has_tech = basic_light_tank basic_light_tank_chassis
			}
		}
		IF = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			send_equipment = {
				target = TUR
				type = light_tank_equipment_1
				amount = 75
			}
		}
		else = {
			send_equipment = {
				target = TUR
				type = light_tank_chassis_1
				amount = 75
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		TUR = {
			country_event = bftb_turkey.52
		}
	} {
		name = bftb_turkey.50.c
		ai_chance = {
			factor = 70
		}
		trigger = {
			OR = {
				has_tech = gwtank gwtank_chassis
			}
		}
		IF = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			send_equipment = {
				target = TUR
				type = gw_tank_equipment
				amount = 75
			}
		}
		else = {
			send_equipment = {
				target = TUR
				type = light_tank_chassis_0
				amount = 75
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		TUR = {
			country_event = bftb_turkey.53
		}
	} {
		name = bftb_turkey.50.d
		ai_chance = {
			factor = 30
		}
		TUR = {
			country_event = bftb_turkey.54
		}
	}
}
### Entity: Character
Component: GER_minister_of_the_colonies_2
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_minister_of_the_colonies_2 = {
	random = no
	sprite = 13
	political_power_factor = 0.08
	non_core_manpower = 0.03
	resistance_garrison_penetration_chance = -0.1
	resistance_growth = -0.05
	modifier_army_sub_unit_militia_max_org_factor = 0.1
}
### Entity: Character
Component: SIC_li_jiayu
Source: game
File: common/characters/SIC.txt

Code:
SIC_li_jiayu = {
	name = Li Jiayu
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_9
			small = GFX_kr_portrait_asia_generic_land_9_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIC_li_jiayu
		allowed = {
			original_tag = SIC
		}
		traits = {
			army_artillery_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Idea
Component: NZL_in_the_darkness
Constructs: has_government, production_speed_buildings_factor, removal_cost, autonomy_gain, fascism_drift
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_in_the_darkness = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		autonomy_gain = 1
		fascism_drift = 0.01
		production_speed_buildings_factor = 0.1
	}
}