Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: KMT_military_planning_XIC
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_planning_XIC = {
	picture = chi_wargaming_division
	cancel = {
		XIC = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = XIC
		attack_bonus_against = 0.1
	}
}
### Entity: Country History
Country: AUS
Component: AUS_technology
Constructs: set_technology
Source: game
File: history/countries/AUS - Austria.txt

Code:
# Starting Technologies for AUS
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_engineers = 1
	tech_support = 1
	tech_mountaineers = 1
	tech_trucks = 1
	basic_train = 1
	gw_artillery = 1
}
### Entity: Idea
Component: EAI_DD_5/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: turkey.14
Constructs: is_triggered_only, add_stability, set_global_flag, add_popularity, set_politics
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.14
	title = turkey.14.t
	desc = turkey.14.d
	picture = GFX_report_event_tur_upheaval_celebration
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_global_flag = TUR_civil_war_end
		}
	}
	option = {
		name = turkey.14.a
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		set_politics = {
			ruling_party = communism
		}
	}
}
### Entity: Scripted Effect
Component: DEN_advisor_medium_BOP_increase_effect
Constructs: limit, is_subject
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_advisor_medium_BOP_increase_effect = {
	if = {
		limit = {
			is_subject = no
		}
		DEN_bop_medium_increase_effect = yes
	}
}
### Entity: Character
Component: JAP_asahi_shimbun_editor
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_asahi_shimbun_editor = {
	random = no
	sprite = 13
	drift_defence_factor = 0.15
	stability_factor = 0.1
	weekly_casualties_war_support = 0.004
}
### Entity: Idea
Component: XSM_new_ninghai_army_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/china_warlord.txt

Code:
XSM_new_ninghai_army_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_coordinated_balkan_armed_forces
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		army_org_factor = 0.05
	}
	targeted_modifier = {
		tag = TIB
		attack_bonus_against = 0.1
	}
}
### Entity: Idea
Component: WES_acas
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_acas = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = WES
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: ENG_support_for_the_king_idea
Constructs: neutrality_drift, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_support_for_the_king_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = 0.01
		neutrality_drift = 0.1
	}
	picture = ast_abandon_the_westminster_system
	removal_cost = -1
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_the_free_french_navy
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, cancel_if_invalid, create_navy_leader
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_the_free_french_navy
	icon = GFX_goal_generic_build_navy
	x = -2
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_continue_the_fight
	}
	relative_position_id = FRA_continue_the_fight
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
		}
		create_navy_leader = {
			name = Emilie Muselier
			GFX = GFX_portrait_fra_emilie_muselier
			skill = 3
			traits = {

			}
			attack_skill = 1
			defense_skill = 2
			maneuvering_skill = 3
			coordination_skill = 4
		}
	}
}
### Entity: Event
Component: liechtenstein.33
Constructs: is_triggered_only, fire_only_once, add_political_power, set_capital, is_controlled_by, is_core_of
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.33
	picture = GFX_report_event_czech_soldiers_01
	title = liechtenstein.33.t
	desc = liechtenstein.33.desc
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.33.a
		add_political_power = 25
	} {
		name = liechtenstein.33.b
		trigger = {
			controls_state = 195
		}
		set_capital = {
			state = 195
		}
	} {
		name = liechtenstein.33.c
		trigger = {
			217 = {
				is_controlled_by = ROOT
				is_core_of = ROOT
			}
		}
		set_capital = {
			state = 217
		}
	}
}
### Entity: Event
Component: r56.ger.50
Constructs: is_triggered_only, ai_chance, has_government, is_major, is_on_continent, has_country_leader_ideology
Source: game
File: events/r56_Germany.txt

Code:
news_event = {
	id = r56.ger.50
	title = r56.ger.50.t
	desc = r56.ger.50.desc
	picture = GFX_news_event_GER_heinrich_brandler
	is_triggered_only = yes
	fire_for_sender = no
	major = yes
	show_major = {
		OR = {
			capital_scope = {
				is_on_continent = europe
			}
			faction_leader = {
				capital_scope = {
					is_on_continent = europe
				}
			}
			is_major = yes
			has_government = communism
		}
	}
	option = {
		name = r56.ger.50.a
		trigger = {
			NOT = {
				has_country_leader_ideology = stalinism leninism anti_revisionism juche national_bolshevism
			}
		}
		ai_chance = {
			base = 5
		}
	} {
		name = r56.ger.50.b
		trigger = {
			OR = {
				tag = SOV
				has_country_leader_ideology = stalinism leninism anti_revisionism juche national_bolshevism
			}
		}
		ai_chance = {
			base = 5
		}
	}
}
### Entity: Event
Component: NSB_Soviet_fascist_civil_war.002
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_Soviet_fascist_civil_war.002
	title = NSB_Soviet_fascist_civil_war.002.t
	desc = NSB_Soviet_fascist_civil_war.002.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = NSB_Soviet_fascist_civil_war.002.a
		ai_chance = {
			base = 10
		}
		SOV_the_eyes_fear_units = yes
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_remodel_the_fine_arts_department_r56
Constructs: has_completed_focus, prerequisite, add_war_support, completion_reward, add_political_power, has_focus_autohide_rule_trigger_r56, add_manpower, add_popularity
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_remodel_the_fine_arts_department_r56
	prerequisite = {
		focus = SIA_songsuradets_ascendency_r56 SIA_pridis_premiership_r56
	}
	icon = GFX_goal_generic_red_freedom
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = 6
	y = 1
	relative_position_id = SIA_songsuradets_ascendency_r56
	offset = {
		x = -2
		trigger = {
			has_completed_focus = SIA_songsuradets_ascendency_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 45
		add_war_support = 0.03
		custom_effect_tooltip = generic_skip_one_line_tt unlocks_decision_call_for_support_in_our_war_effort_which_grants_tt
		effect_tooltip = {
			add_war_support = 0.04
			add_manpower = 20000
			add_popularity = {
				ideology = ROOT
				popularity = 0.04
			}
		}
	}
}
### Entity: Event
Component: siam_r56.21
Constructs: is_triggered_only, ai_chance, limit, is_ally_with, has_same_ideology, is_in_faction_with
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.21
	title = siam_r56.19.title
	desc = siam_r56.21.desc
	picture = GFX_report_event_siamese_soldiers
	is_triggered_only = yes
	option = {
		name = siam_r56.8.a
		ai_chance = {
			base = 0
			modifier = {
				add = 20
				is_ally_with = ROOT
			} {
				add = 10
				has_same_ideology = yes
			} {
				add = -99
				NOT = {
					is_ally_with = ROOT
				}
				OR = {
					is_in_faction_with = GER ITA JAP SOV
				}
			}
		}
		1018 = {
			if = {
				limit = {
					is_controlled_by_ROOT_or_subject = yes
				}
			}
			transfer_state_to = FROM
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = siam_r56.14
				hours = 6
			}
		}
	} {
		name = siam_r56.8.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = siam_r56.13
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_attack_iran
Constructs: prerequisite, has_war_with, completion_reward, is_neighbor_of, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_attack_iran
	icon = GFX_goal_generic_attack_persia
	prerequisite = {
		focus = SAU_destabilize_the_east
	}
	relative_position_id = SAU_destabilize_the_east
	bypass = {
		OR = {
			has_war_with = PER
			NOT = {
				country_exists = PER
			}
		}
	}
	will_lead_to_war_with = PER
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			is_neighbor_of = PER
			strength_ratio = {
				tag = PER
				ratio = > 0.7
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = PER
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Unit Template
Component: LUX_MAR_01
Source: game
File: common/units/names_divisions/LUX_names_divisions.txt

Code:
LUX_MAR_01 = {
	name = Marine Division
	for_countries = {
		LUX
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Marine-Stürmdivision
	ordered = {
		1 = {
			%d. Marine-Stürmdivision
		}
		2 = {
			%d. Marine-Stürmdivision
		}
		3 = {
			%d. Marine-Stürmdivision
		}
		4 = {
			%d. Marine-Stürmdivision
		}
		5 = {
			%d. Marine-Stürmdivision
		}
		6 = {
			%d. Marine-Stürmdivision
		}
		7 = {
			%d. Marine-Stürmdivision
		}
		8 = {
			%d. Marine-Stürmdivision
		}
		9 = {
			%d. Marine-Stürmdivision
		}
		10 = {
			%d. Marine-Stürmdivision
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Domestic_Tanks
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Domestic_Tanks
	icon = GFX_goal_generic_army_tanks
	cost = 10.0
	prerequisite = {
		focus = SPR_Mech
	}
	mutually_exclusive = {
		focus = SPR_Foreign_Tanks
	}
	x = 5
	y = 4
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_Tanks
			bonus = 1
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: monster_of_the_showa_era
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
monster_of_the_showa_era = {
	sprite = 14
	random = no
	monthly_population = -0.1
	production_speed_buildings_factor = 0.25
	industrial_capacity_factory = 0.15
}
### Entity: Idea
Component: JAP_the_chaebols
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_the_chaebols = {
	picture = jap_zaibatsu
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_cost = 0.1
		stability_factor = -0.05
		production_factory_max_efficiency_factor = 0.1
		industrial_capacity_factory = 0.1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_proclaim_the_italian_empire
Constructs: prerequisite, limit, add_ideas, add_war_support, is_major, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_proclaim_the_italian_empire
	icon = GFX_focus_ITA_imperial_recognition
	prerequisite = {
		focus = ITA_anglo_italian_pact ITA_franco_italian_pact
	}
	relative_position_id = ITA_seek_british_military_cooperation
	x = 1
	y = 2
	cost = 10
	available = {
		is_subject = no
		OR = {
			any_controlled_state = {
				is_core_of = ETH
				is_fully_controlled_by = ROOT
			}
			any_subject_country = {
				any_controlled_state = {
					is_core_of = ETH
					is_fully_controlled_by = PREV
				}
			}
		} {
			any_controlled_state = {
				is_core_of = LBA
				is_fully_controlled_by = ROOT
			}
			any_subject_country = {
				any_controlled_state = {
					is_core_of = LBA
					is_fully_controlled_by = PREV
				}
			}
		} {
			550 = {
				is_fully_controlled_by = ROOT
			}
			any_subject_country = {
				has_full_control_of_state = 550
			}
		} {
			559 = {
				is_fully_controlled_by = ROOT
			}
			any_subject_country = {
				has_full_control_of_state = 559
			} {
				has_full_control_of_state = 884
			}
			844 = {
				is_fully_controlled_by = ROOT
			}
		} {
			has_non_aggression_pact_with = ENG FRA
			is_in_faction_with = ENG FRA
		}
		has_army_manpower = {
			size = > 999999
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_major = yes
			}
			country_event = {
				id = BBA_italy_recognize_the_empire.1
				hours = 12
				random_hours = 6
			}
		}
		custom_effect_tooltip = ITA_italy_will_guarantee_tt ITA_african_conquests_tt
		effect_tooltip = {
			every_other_country = {
				limit = {
					AND = {
						is_major = yes
						has_non_aggression_pact_with = ROOT
					}
				}
				give_guarantee = ROOT
				ROOT = {
					give_guarantee = PREV
				}
			}
		}
		add_political_power = 75
		add_war_support = 0.05
		add_ideas = ITA_impero_italiano
		if = {
			limit = {
				has_country_leader = {
					character = ITA_dino_grandi
					ruling_only = yes
				}
			}
			add_country_leader_trait = father_of_the_empire
			ITA_bop_low_increase_grandi_side_effect = yes
		}
		else_if = {
			limit = {
				has_country_leader = {
					character = ITA_vittorio_emanuele_iii
					ruling_only = yes
				}
			}
			ITA_bop_low_increase_king_side_effect = yes
		}
		else = {
			custom_effect_tooltip = ITA_bop_will_shift
		}
		set_cosmetic_tag = ITA_italian_empire

# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_120
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_120 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 120
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 120
	}
}
### Entity: AI Strategy
Component: R56_SOV_no_ROM_naval_invasion_yet
Constructs: has_war, has_war_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
R56_SOV_no_ROM_naval_invasion_yet = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			exists = yes
			surrender_progress = > 0.01
			has_war = yes
		}
		ROM = {
			exists = yes
			has_war_with = ROOT
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = ROM
		value = -750
	}
}
### Entity: Idea
Component: zmaj
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/yugoslavia.txt

Code:
zmaj = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = YUG
		NOT = {
			has_dlc = Death or Dishonor
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: INS_revolution_events.38
Constructs: is_triggered_only, limit, has_war_with, annex_country, white_peace
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.38
	title = INS_revolution_events.38.t
	desc = INS_revolution_events.38.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.38.a
		annex_country = {
			target = event_target:INS_dutch_indonesia
			transfer_troops = no
		}
		if = {
			limit = {
				has_war_with = HOL
			}
			white_peace = HOL
		}
		indonesia_declare_war_is_over_effect = yes
	}
}
### Entity: Character
Component: ITA_raffaele_de_courten
Source: game
File: common/characters/ITA.txt

Code:
ITA_raffaele_de_courten = {
	name = ITA_raffaele_de_courten
	portraits = {
		army = {
			small = GFX_portrait_ITA_raffaele_de_courten_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = ITA_raffaele_de_courten
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			ITA_government_is_somewhat_fascist = yes
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_observe_and_learn
Constructs: prerequisite, completion_reward, is_subject, add_doctrine_cost_reduction
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_observe_and_learn
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = HOA_military_cooperation
	}
	x = 1
	y = 1
	relative_position_id = HOA_military_cooperation
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = HOA_observe_and_learn
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine air_doctrine naval_doctrine
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_49
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_49 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 49
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 49
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_army_reform
Constructs: prerequisite, completion_reward, unlock_decision_category_tooltip, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_army_reform
	icon = GFX_goal_GRE_coa_army
	text = GRE_army_reform
	prerequisite = {
		focus = GRE_end_the_depression
	}
	x = 17
	y = 2
	cost = 5
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		unlock_decision_category_tooltip = GRE_army_reform_category
		unlock_decision_tooltip = {
			decision = GRE_promote_promising_officers
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Scripted Trigger
Component: ITA_basic_ultimatum_triggers
Constructs: has_war_with, has_country_flag, is_in_faction_with, is_subject_of
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_basic_ultimatum_triggers = {
	country_exists = FROM
	FROM = {
		NOT = {
			has_war_with = ROOT
		} {
			is_in_faction_with = ROOT
		} {
			is_subject_of = FROM
		} {
			has_country_flag = ITA_ultimatum_sent_flag
		}
	}
}
### Entity: Character
Component: SAU_abdulaziz_ibn_saud
Source: game
File: common/characters/SAU.txt

Code:
SAU_abdulaziz_ibn_saud = {
	name = SAU_abdulaziz_ibn_saud
	portraits = {
		civilian = {
			large = GFX_portrait_Abdulaziz_Ibn_Saud
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		traits = {
			SAU_unifier_of_central_arabia
		}
		id = -1
	}
}
### Entity: Event
Component: SEA_PHI_political_events.15
Constructs: is_triggered_only, limit, has_subject, is_in_faction_with, is_faction_leader, remove_from_faction, send_embargo, add_ai_strategy
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.15
	title = SEA_PHI_political_events.15.t
	desc = SEA_PHI_political_events.15.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		FROM = {
			if = {
				limit = {
					has_subject = ROOT
				}
				end_puppet = ROOT
			} {
				limit = {
					is_in_faction_with = PHI
					is_faction_leader = yes
				}
				remove_from_faction = ROOT
			}
			send_embargo = ROOT
			add_ai_strategy = {
				type = antagonize
				id = ROOT
				value = 100
			}
		}
		name = SEA_PHI_political_events.15.a
	}
}
### Entity: Character
Component: TUR_ali_ihsan_sabis
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_ali_ihsan_sabis = {
	name = TUR_ali_ihsan_sabis
	portraits = {
		army = {
			small = GFX_idea_tur_ali_ihsan_sabis
		}
	}
	advisor = {
		slot = high_command
		idea_token = TUR_ali_ihsan_sabis
		ledger = army
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		visible = {
			has_country_flag = TUR_ottoman_officers_invited_back
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_63
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_63 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 63
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 63
	}
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3AUnder_construction/doc.html

Doc:
Example

```
{{Under construction}}
```

Will display this:

|
This article is undergoing a major reconstruction.
You are welcome to assist in its overhaul. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Under_construction/doc&oldid=749"
### Entity: National Focus
Tree: chl_focus
Component: CHL_fortify_the_coastlines
Constructs: prerequisite, has_war, limit, completion_reward, every_state, is_owned_and_controlled_by, is_coastal, add_building_construction
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_fortify_the_coastlines
	icon = GFX_focus_generic_coastal_fort
	relative_position_id = CHL_expand_the_naval_arsenal
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_expand_the_naval_arsenal
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	available = {

	}
	completion_reward = {
		every_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				is_coastal = yes
			}
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_chinese_resistance2
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_chinese_resistance2 = {
	removal_cost = -1
	picture = SOV_desperate_measures_ns_nsb_ccp_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		consumer_goods_factor = 0.8
		stability_factor = -0.35
		neutrality_drift = 0.04
		army_core_defence_factor = -0.4
		attrition = 1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_social_reforms
Constructs: prerequisite, has_government, add_stability, completion_reward, add_popularity, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_social_reforms
	icon = GFX_goal_generic_ban_aristocrats
	prerequisite = {
		focus = BUL_rally_the_proletariat
	}
	relative_position_id = BUL_rally_the_proletariat
	x = 0
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 4
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		48 = {
			add_extra_state_shared_building_slots = 1
		}
		211 = {
			add_extra_state_shared_building_slots = 1
		}
		212 = {
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}