Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_turkey.57
Constructs: is_triggered_only, add_stability, add_political_power, add_offsite_building, add_tech_bonus, add_resource, give_resource_rights, set_country_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.57
	title = bftb_turkey.57.t
	desc = bftb_turkey.57.desc
	picture = GFX_report_event_tur_cakmak_general_staff
	is_triggered_only = yes
	option = {
		name = bftb_turkey.57.a
		add_offsite_building = {
			type = industrial_complex
			level = 3
		}
		add_tech_bonus = {
			bonus = 1.5
			uses = 2
			category = excavation_tech
		}
		350 = {
			add_resource = {
				type = oil
				amount = 16
			}
		}
		effect_tooltip = {
			give_resource_rights = {
				receiver = USA
				state = 342
			}
		}
		hidden_effect = {
			set_country_flag = TUR_the_chester_concession_flag
			USA = {
				country_event = {
					id = bftb_turkey.58
					hours = 8
				}
			}
		}
	} {
		name = bftb_turkey.57.b
		add_stability = 0.05
		add_political_power = 75
		hidden_effect = {
			USA = {
				country_event = {
					id = bftb_turkey.59
					hours = 8
				}
			}
		}
	}
}
### Entity: Idea
Component: FIJ_communist_guy
Constructs: has_government
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_communist_guy = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = FIJ
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_legislative_reforms
Constructs: has_completed_focus, prerequisite, add_ideas, has_country_flag, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_legislative_reforms
	icon = GFX_generic_goal_communist_reforms
	cost = 5
	x = 4
	y = 1
	offset = {
		x = 3
		trigger = {
			OR = {
				has_country_flag = LUX_maulkuerfgesetz_passed
				has_completed_focus = LUX_first_social_democratic_government LUX_liberal_victory LUX_the_dupong_ministry
			}
		}
	}
	relative_position_id = LUX_begin_workers_revolution
	prerequisite = {
		focus = LUX_first_social_democratic_government LUX_begin_workers_revolution
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = r56_LUX_socialist_constitution
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: JAP_yatagarasus_guidance_idea
Constructs: removal_cost, coordination_bonus
Source: game
File: common/ideas/japan.txt

Code:
JAP_yatagarasus_guidance_idea = {
	picture = JAP_yatagarasus_guidance
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		coordination_bonus = 0.05
		spotting_chance = 0.1
		air_detection = 0.1
	}
}
### Entity: Idea
Component: SWE_ransonering
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_ransonering = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = gre_schachtplan2
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_traditions_and_monarchy
Constructs: prerequisite, limit, add_ideas, completion_reward, is_historical_focus_on, has_civil_war, is_subject, add_timed_idea
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_traditions_and_monarchy
	icon = GFX_goal_NOR_coat_of_arms_detailed
	prerequisite = {
		focus = NOR_til_dovre_faller
	}
	mutually_exclusive = {
		focus = NOR_affirm_constitutional_monarchy
	} {
		focus = NOR_reject_constitutional_monarchy
	}
	x = 0
	y = 1
	relative_position_id = NOR_til_dovre_faller
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		has_civil_war = no
		is_subject = no
	}
	completion_reward = {
		add_ideas = NOR_kongens_garde
		add_timed_idea = {
			idea = NOR_wave_of_monarchism
			days = 365
		}
		set_party_name = {
			ideology = neutrality
			long_name = Monarkistkoalisjonen
			name = Monarkistkoalisjonen
		}
		if = {
			limit = {
				OR = {
					tag = NOR
					has_civil_war = no
				}
			}
			custom_effect_tooltip = NOR_new_commanders_enabled_tt
			add_corps_commander_role = {
				character = NOR_oswald_nordlie
				traits = {
					infantry_officer
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
				legacy_id = -1
			} {
				character = NOR_birger_ljungberg
				traits = {
					career_officer media_personality
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 1
				legacy_id = -1
			}
		}
		custom_effect_tooltip = available_political_advisor NOR_traditions_and_monarchy_tt
		show_ideas_tooltip = NOR_fredrik_wedel_jarlsberg
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_memories_of_1905
Constructs: prerequisite, completion_reward, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_memories_of_1905
	icon = GFX_SOV_memories_of_1905_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_rebuild_the_far_eastern_fleet
	}
	mutually_exclusive = {
		focus = SOV_japanese_overtures
	}
	x = 0
	y = 1
	relative_position_id = SOV_rebuild_the_far_eastern_fleet
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 15
		408 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 957
			}
		}
		add_timed_idea = {
			idea = SOV_memories_of_1905_idea
			days = 365
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_communism_victory
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_subject, add_popularity, set_politics
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_communism_victory
	icon = GFX_goal_MPL_mikunis
	relative_position_id = MPL_elections
	x = -6
	y = 1
	mutually_exclusive = {
		focus = MPL_democratic_victory
	}
	prerequisite = {
		focus = MPL_elections
	}
	available = {
		OR = {
			is_subject = no
			if = {
				limit = {
					is_subject = yes
				}
				overlord = {
					has_government = communism
				}
			}
		}
		custom_trigger_tooltip = {
			tooltip = MPL_election_tt
			OR = {
				has_completed_focus = MPL_communism_victory MPL_democratic_victory
			}
		}
	}
	cost = 1
	completion_reward = {
		effect_tooltip = {
			add_popularity = {
				ideology = communism
				popularity = 0.25
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_united_under_abbas
Constructs: prerequisite, completion_reward, add_country_leader_trait, add_timed_idea
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_united_under_abbas
	icon = GFX_focus_generic_military_dictatorship
	x = 15
	y = 6
	cost = 10
	prerequisite = {
		focus = ALG_reorginize_industries
	} {
		focus = ALG_algiers_university
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_country_leader_trait = headstrong
		add_timed_idea = {
			idea = ALG_abbas_is_great
			days = 365
		}
	}
}
### Entity: Scripted Trigger
Component: NOR_tank_seller_still_exists
Constructs: has_war_with, has_variable
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_tank_seller_still_exists = {
	NOR = {
		OR = {
			AND = {
				has_variable = NOR_fascist_tank_seller
				var:NOR_fascist_tank_seller = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			} {
				has_variable = NOR_communist_tank_seller
				var:NOR_communist_tank_seller = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			} {
				has_variable = NOR_nordic_tank_seller
				var:NOR_nordic_tank_seller = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
	}
}
### Entity: Character
Component: YUG_marijan_polic
Source: game
File: common/characters/YUG.txt

Code:
YUG_marijan_polic = {
	name = YUG_marijan_polic
	portraits = {
		army = {
			large = GFX_Portrait_yugoslavia_marijan_polic
			small = GFX_portrait_YUG_marijan_polic_small
		}
	}
	navy_leader = {
		traits = {
			old_guard_navy navy_career_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 2
		legacy_id = -1
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = YUG_marijan_polic
		ledger = navy
		allowed = {
			original_tag = YUG
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Effect Reference
Construct: set_mio_name_key
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_mio_name_key

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Set the localisation key used to generate the name of the military industrial organization in scope.
The localisation key may be a scripted localisation (triggers evaluated in MIO scope).
ex:
mio:my_mio = {
  set_mio_name_key = MY_NEW_MIO_NAME_KEY
}
```
### Entity: Scripted Effect
Component: EAI_queue_AA
Constructs: limit, has_country_flag, check_variable, has_state_flag, set_temp_variable, set_state_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_queue_AA = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_queue_AA
	} {
		limit = {
			check_variable = {
				EAI_has_antiair_slot_scores = 0
			}
		}
		EAI_get_antiair_slot_scores = yes
	}
	for_each_scope_loop = {
		array = EAI_antiair_slot_scores
		if = {
			limit = {
				EAI_available_AA = yes
				NOT = {
					has_state_flag = EAI_aa_queued
				}
			}
			EAI_add_AA = yes
			set_temp_variable = {
				break = 1
			}
			set_state_flag = {
				flag = EAI_aa_queued
				value = 1
				days = 1
			}
		}
	}
}
### Entity: Character
Component: DEN_frederik_ix
Constructs: has_completed_focus, has_dlc, has_character
Source: game
File: common/characters/DEN.txt

Code:
DEN_frederik_ix = {
	name = DEN_frederik_ix
	portraits = {
		civilian = {
			large = GFX_portrait_DEN_frederik_ix
		}
		navy = {
			small = GFX_portrait_DEN_frederik_ix_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = DEN_frederik_ix
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 75
		ai_will_do = {
			base = 1.0
		}
		available = {
			has_completed_focus = DEN_konge_og_faedreland
		}
		visible = {
			NOT = {
				has_character = DEN_christian_x
			}
		}
	}
}
### Entity: Scope Reference
Construct: front_control
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `front_control`
Used for controlling invasion or regular fronts
```
ai_strategy = {
	type = front_control

	# you can define a target in following ways. you can define more than one

	tag = GER							# Target a specific country. Can specify multiple.
	state = 42							# Target a state. Can specify multiple.
	strategic_region = 65				# Target a strategic region. Can specify multiple.
	area = europe						# Target a specific ai area. Can specify multiple.
	country_trigger = { always = no }	# Trigger to check against a specific country. Scope is enemy country, FROM scope is our country.
	state_trigger = { always = no }		# Trigger to check against a state. Scope is state. FROM scope is enemy country FROM.FROM scope is our country.
	ratio = 0.0							# The strategy is enabled only if ratio of the front covered by this strategy's targets is greater than this ratio.

	priority = 0						# Default 0, higher prio strats will override lower.
	ordertype = front					# `front` or `invasion`. If set this strategy will only apply to that specific order type.
	execution_type = careful			# One of {`careful`, `balanced`, `rush`, `rush_weak`}. If set will override the execution type of front (only for front orders).
	execute_order = yes					# `yes` or `no`. If set will override execute or not decision of front.
	manual_attack = yes					# Default `yes`. If `no` AI will not do manual pokes at enemy (only for front orders).
}
```
### Entity: Joint Focus
Component: CONGO_improved_employment_contracts
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_improved_employment_contracts
	dynamic = yes
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = CONGO_develop_infrastructure
	}
	relative_position_id = CONGO_chefs_coutumiers
	x = 2
	y = 2
	cost = 10
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY
	}
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_local_resources_factor = 0.1
				tooltip = local_resources_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_stability_factor = 0.1
				tooltip = stability_factor_tt
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_improved_employment_contracts
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_local_resources_factor = 0.1
				tooltip = local_resources_factor_tt
			} {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_stability_factor = 0.1
				tooltip = stability_factor_tt
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_improved_employment_contracts
			}
		}
	}
}
### Entity: Event
Component: wtt_japan.21
Constructs: is_triggered_only, ai_chance, limit, every_army_leader, has_trait, set_nationality
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.21
	title = wtt_japan.21.t
	desc = wtt_japan.21.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	option = {
		name = wtt_japan.21.a
		ai_chance = {
			base = 10
		}
		FROM = {
			every_army_leader = {
				limit = {
					OR = {
						has_trait = JAP_samurai_lineage JAP_royal_lineage
					}
				}
				set_nationality = ROOT
			}
		} {
			country_event = {
				id = wtt_japan.22
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_offer_vassalization
Constructs: prerequisite, limit, every_country, completion_reward, cancel_if_invalid, is_chinese_warlord, is_subject
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_offer_vassalization
	icon = GFX_goal_generic_air_doctrine
	mutually_exclusive = {
		focus = MAN_tsr_assert_our_authority
	}
	prerequisite = {
		focus = MAN_tsr_reclaim_the_empire
	}
	x = -1
	y = 1
	relative_position_id = MAN_tsr_reclaim_the_empire
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_country = {
			limit = {
				is_chinese_warlord = yes
				NOT = {
					tag = event_target:WTT_current_china_leader
				}
				is_subject = no
			}
			country_event = {
				id = wtt_manchukou.1
				hours = 2
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_incorporate_buddhist_socialism
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_incorporate_buddhist_socialism
	icon = GFX_focus_JAP_incorporate_buddhist_socialism
	x = 3
	y = 1
	relative_position_id = JAP_cooperate_with_anarchists
	prerequisite = {
		focus = JAP_cooperate_with_anarchists
	}
	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_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = JAP_buddhist_socialism_idea
		IF = {
			limit = {
				NOT = {
					has_country_flag = JAP_buddhist_socialist_takeover_flag
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
			show_ideas_tooltip = JAP_giro_senoo
		}
	}
}
### Entity: Idea
Component: TUR_socialism
Constructs: industrial_capacity_factory, removal_cost, communism_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_socialism = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_constitutional_guarantees
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.1
		communism_drift = 0.03
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_dispute_over_tierra_del_fuego
Constructs: prerequisite, limit, random_country, has_government, owns_state, completion_reward, is_historical_focus_on, is_owned_and_controlled_by
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_dispute_over_tierra_del_fuego
	icon = GFX_focus_CHL_dispute_over_tierra_del_fuego
	relative_position_id = CHL_a_joint_application_to_the_allies
	x = 2
	y = 0
	cost = 10
	prerequisite = {
		focus = CHL_enact_stricter_labor_laws CHL_found_national_steelworks
	}
	mutually_exclusive = {
		focus = CHL_a_joint_application_to_the_allies
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	will_lead_to_war_with = ARG
	available = {
		NOT = {
			has_government = communism
		}
		CHL_has_right_wing_government = yes
		507 = {
			is_owned_and_controlled_by = ROOT
		}
		953 = {
			NOT = {
				is_owned_and_controlled_by = ROOT
			}
		}
		has_war_support = > 0.89
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = CHL_dispute_over_tierra_del_fuego_tt
		random_country = {
			limit = {
				owns_state = 953
			}
			country_event = {
				id = CHL_political_events.4
				days = 2
			}
		}
	}
}
### Entity: Country History
Country: BUK
Component: BUK_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BUK - Bukharan Republic.txt

Code:
# Politics & Parties for BUK
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 70
	fascism = 10
	communism = 10
	neutrality = 10
}
### Entity: AI Strategy
Component: EAI_FRA_garrison_home
Constructs: has_capitulated
Source: game
File: common/ai_strategy/FRA_EAI.txt

Code:
EAI_FRA_garrison_home = {
	allowed = {
		tag = FRA
	}
	enable = {
		has_capitulated = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 19
		value = 25000
	} {
		type = strategic_air_importance
		id = 20
		value = 25000
	} {
		type = strategic_air_importance
		id = 208
		value = 25000
	} {
		type = put_unit_buffers
		ratio = 0.1
		states = {
			15 19 14
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = put_unit_buffers
		ratio = 0.1
		order_id = 9
		states = {
			16
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: State History
Component: 979
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/979-Lower Morava.txt

Code:
state = {
	id = 979
	name = STATE_979
	resources = {
		oil = 6.0
	}
	history = {
		victory_points = {
			3916 3
		} {
			6826 1
		} {
			10811 1
		}
		owner = KUR
		buildings = {
			industrial_complex = 2
			arms_factory = 1
			infrastructure = 2
		}
		add_core_of = KUR IRQ ASY
		add_claim_by = IRQ
	}
	provinces = {
		3916 5014 6826 10811
	}
	manpower = 876000
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_land_reforms
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_land_reforms
	icon = GFX_goal_generic_dictatorship_of_proletariat
	relative_position_id = MPL_heavy_political_crackdowns
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = MPL_heavy_political_crackdowns
	}
	completion_reward = {
		add_ideas = PER_land_reforms
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Game Data
Component: guantanamo
Constructs: has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
guantanamo = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = CUB
	}
	happened = {
		controls_state = 1050
	}
}
### Entity: Event
Component: lar_spain.61
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.61
	title = lar_spain.61.t
	desc = lar_spain.61.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = lar_spain.61.a
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Idea
Component: emile_muselier2
Constructs: has_country_flag
Source: game
File: common/ideas/free_france.txt

Code:
emile_muselier2 = {
	picture = emile_muselier
	allowed = {
		original_tag = FRA
	}
	available = {
		has_country_flag = free_france
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: 5ya Mekhanizirovaniy Korpus
Constructs: division_template
Source: game
File: history/units/SOV_1936.txt

Code:
division = {
	name = 5ya Mekhanizirovaniy Korpus
	location = 6380
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.3
}
### Entity: Modifier Reference
Component: r56_bouda
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/r56_CZE.txt

Code:
r56_bouda = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_armored_battery
	army_defence_factor = 0.15
}