Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hun_focus
Component: HUN_elect_a_fascist_king
Constructs: prerequisite, limit, has_government, completion_reward, cancel_if_invalid, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_elect_a_fascist_king
	icon = GFX_goal_molotov_ribbentrop_pact
	prerequisite = {
		focus = HUN_elect_a_king
	}
	mutually_exclusive = {
		focus = HUN_elect_a_democratic_king
	} {
		focus = HUN_invite_the_habsburg_prince
	}
	x = 3
	y = 1
	relative_position_id = HUN_elect_a_king
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			add_idea = HUN_hungarian_monarchy_fascism
			remove_idea = HUN_hungarian_monarchy_2
		}
		set_cosmetic_tag = HUN_MONARCHY
		if = {
			limit = {
				has_government = neutrality
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
			add_country_leader_role = {
				character = HUN_franz_friedrich
				country_leader = {
					ideology = despotism
					traits = {
						fascist_sympathies
					}
					expire = 1965.1.1
				}
				promote_leader = yes
			}
		}
		else = {
			add_country_leader_role = {
				character = HUN_franz_friedrich
				country_leader = {
					ideology = nazism
					expire = 1965.1.1
				}
				promote_leader = yes
			}
		}
		hidden_effect = {
			news_event = {
				id = news.297
			}
		}
	}
}
### Entity: Idea
Component: ITA_reopen_the_markets_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_reopen_the_markets_idea = {
	name = ITA_reopen_the_markets
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		trade_opinion_factor = 0.1
		consumer_goods_factor = -0.12
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AUnit_preview_tank.jpg.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Unit_preview_tank.jpg &#8206;(145 × 62 pixels, file size: 21 KB, MIME type: image/jpeg)
### Entity: Doctrine
Component: new_convoy_raiding
Constructs: limit, is_major, xp_cost, has_variable, set_variable, add_to_variable, sortie_efficiency
Source: game
File: common/doctrines/grand_doctrines/sea_grand_doctrines.txt

Code:
new_convoy_raiding = {
	folder = naval
	name = GRAND_DOCTRINE_CONVOY_RAIDING
	description = GRAND_DOCTRINE_CONVOY_RAIDING_DESC
	icon = GFX_doctrine_trade_interdiction_medium
	available = {
		always = yes
	}
	xp_cost = 100
	xp_type = navy
	ai_will_do = {
		base = 1
		modifier = {
			factor = 10
			is_major = no
		}
	}
	tracks = {
		submarines screens carriers capital_ships
	}
	submarine = {
		max_organisation = 10
		surface_detection = 0.1
	}
	convoy_raiding_efficiency_factor = 0.15
	milestones = {
		{
			submarine_attack = 0.1
			naval_torpedo_reveal_chance_factor = -0.1
			convoy_raiding_efficiency_factor = 0.1
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = submarines_milestone_var
						}
					}
					set_variable = {
						submarines_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						submarines_milestone_var = 1
					}
				}
			}
		} {
			strike_force_movement_org_loss = -0.15
			naval_detection = 0.1
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = screens_milestone_var
						}
					}
					set_variable = {
						screens_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						screens_milestone_var = 1
					}
				}
			}
		} {
			sortie_efficiency = 0.3
			naval_strike_targetting_factor = 0.1
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = carriers_milestone_var
						}
					}
					set_variable = {
						carriers_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						carriers_milestone_var = 1
					}
				}
			}
		} {
			convoy_escort_efficiency = 0.1
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = capital_ships_milestone_var
						}
					}
					set_variable = {
						capital_ships_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						capital_ships_milestone_var = 1
					}
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AHeavy_tank_artillery.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Heavy_tank_artillery.png &#8206;(76 × 42 pixels, file size: 6 KB, MIME type: image/png)
### Entity: National Focus
Tree: fra_focus
Component: FRA_carrier_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_carrier_focus
	icon = GFX_goal_generic_navy_carrier
	mutually_exclusive = {
		focus = FRA_capital_ship_focus
	}
	prerequisite = {
		focus = FRA_the_old_school
	}
	x = 1
	y = 1
	relative_position_id = FRA_the_old_school
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_carrier_focus
			bonus = 1.0
			uses = 2
			category = cv_tech
		}
	}
}
### Entity: Idea
Component: CZE_exiles_idea_SOV
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_exiles_idea_SOV = {
	name = CZE_exiles_idea_POL
	picture = generic_volunteer_expedition_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		experience_gain_artillery_combat_factor = 0.05
		air_untrained_pilots_penalty_factor = -0.05
		training_time_army_factor = -0.01
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_suomen_ilmavoimat
Constructs: prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, add_doctrine_cost_reduction, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_suomen_ilmavoimat
	icon = GFX_focus_FIN_suomen_ilmavoimat
	prerequisite = {
		focus = FIN_increase_military_budget
	}
	x = 7
	y = 0
	relative_position_id = FIN_suomen_maavoimat
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		air_experience = 25
		add_tech_bonus = {
			name = FIN_suomen_ilmavoimat
			bonus = 0.75
			uses = 1
			category = air_equipment
		}
		add_doctrine_cost_reduction = {
			name = FIN_suomen_ilmavoimat
			cost_reduction = 0.75
			uses = 1
			category = air_doctrine
		}
		random_core_state = {
			prioritize = {
				111
			}
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		effect_tooltip = {
			add_ideas = FIN_finnish_airforce_fake
		}
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = FIN_finnish_airforce
			}
		}
	}
}
### Entity: Character
Component: PAK_aco2
Source: game
File: common/characters/PAK.txt

Code:
PAK_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = PAK_aco2
		allowed = {
			original_tag = PAK
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_a_fledgling_tobacco_industry
Constructs: prerequisite, limit, completion_reward, has_idea, random_core_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_a_fledgling_tobacco_industry
	icon = GFX_goal_generic_construct_civ_factory
	x = 2
	y = 0
	relative_position_id = SIA_renegotiate_teak_control
	prerequisite = {
		focus = SIA_asian_financial_compact SIA_revision_of_unequal_treaties
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor newline_tt
		show_ideas_tooltip = SIA_sanguan_tularaksa
		if = {
			limit = {
				OR = {
					has_idea = limited_exports closed_economy
				}
			}
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			custom_effect_tooltip = SIA_a_fledgling_tobacco_industry_tt newline_tt
		}
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: CHI_tsr_a_new_empire_idea
Constructs: research_speed_factor, has_dlc, removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tsr_a_new_empire_idea = {
	picture = CHI_the_republic_restored
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
		experience_gain_army_factor = 0.1
		production_speed_infrastructure_factor = 0.05
	}
}
### Entity: Music Config
Component: base_music/cittadina_irresistibile
Constructs: has_war
Source: game
File: music/bba_songs.txt

Code:
music = {
	song = cittadina_irresistibile
	chance = {
		factor = 1
		modifier = {
			factor = 0.05
			ITA_is_italian_tag_for_music = no
		} {
			factor = 0.5
			ITA_is_italian_tag_for_music = yes
			has_war = yes
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_foreign_naval_support
Constructs: prerequisite, has_war_with, completion_reward, has_capitulated, is_in_faction, add_offsite_building
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_foreign_naval_support
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = POL_prepare_for_the_inevitable
	}
	available = {
		OR = {
			has_capitulated = yes
			AND = {
				OR = {
					has_war_with = GER SOV
				}
				is_in_faction = yes
				surrender_progress = > 0.6
			}
		}
	}
	x = -1
	y = 1
	relative_position_id = POL_prepare_for_the_inevitable
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = dockyard
			level = 5
		}
	}
}
### Entity: Resistance
Component: sabotage_arms_factory
Constructs: limit, has_variable, check_variable
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_arms_factory = {
	available = {
		non_damaged_building_level = {
			building = arms_factory
			level = > 0
		}
	}
	weight = {
		base = 1
		modifier = {
			has_variable = targeted_sabotage_industry
			check_variable = {
				targeted_sabotage_industry = > 0
			}
			add = 4
		} {
			occupation_law = harsh_quotas_occupation
			add = -0.25
		}
	}
	effect = {
		if = {
			limit = {
				has_variable = targeted_sabotage_industry
				check_variable = {
					targeted_sabotage_industry = > 0
				}
			}
			damage_building = {
				type = arms_factory
				damage = 0.5
			}
			subtract_from_variable = {
				var = targeted_sabotage_industry
				value = 1
			}
		}
		else = {
			damage_building = {
				type = arms_factory
				damage = 0.25
			}
		}
	}
	alert_text = building_is_sabotaged
}
### Entity: Idea
Component: CHL_aiding_CHL_payment
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_aiding_CHL_payment = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_economic_increase
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_rebuild_the_army
Constructs: prerequisite, limit, add_ideas, completion_reward, add_doctrine_cost_reduction, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_rebuild_the_army
	prerequisite = {
		focus = BUL_reorganize_the_military_industry
	}
	icon = GFX_focus_generic_little_entente
	relative_position_id = BUL_reorganize_the_military_industry
	x = 5
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = BUL_rebuild_the_army
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		if = {
			limit = {
				has_idea = BUL_bulgarian_army_02
			}
			swap_ideas = {
				remove_idea = BUL_bulgarian_army_02
				add_idea = BUL_bulgarian_army_03
			}
		} {
			limit = {
				has_idea = disarmed_nation
			}
			add_ideas = volunteer_only
		} {
			limit = {
				has_idea = volunteer_only
			}
			add_ideas = limited_conscription
		}
		else = {
			add_ideas = BUL_bulgarian_army_01
		}
	}
}
### Entity: Character
Component: viceroy_of_aoi
Constructs: compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
viceroy_of_aoi = {
	random = no
	required_garrison_factor = -0.1
	compliance_gain = 0.1
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_diversify_our_specialists
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_dlc, add_potential_special_forces_tree, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_diversify_our_specialists
	icon = GFX_goal_generic_special_forces
	overlay = GFX_focus_overlay_cze_small_arms_focus
	prerequisite = {
		focus = CZE_expand_the_horska_divisions
	}
	mutually_exclusive = {
		focus = CZE_develop_horska_artillery
	}
	x = 1
	y = 1
	relative_position_id = CZE_expand_the_horska_divisions
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_infantry_focus = yes
	}
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_special_forces_out_of_supply_factor = 0.01
			tooltip = special_forces_cap_tt
		} {
			CZE_ceskoslovenska_armada_special_forces_out_of_supply_factor = -0.05
			tooltip = special_forces_out_of_supply_factor_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
				NOT = {
					has_dlc = No Compromise, No Surrender
				}
			}
			add_potential_special_forces_tree = yes
			add_doctrine_cost_reduction = {
				name = CZE_diversify_our_specialists
				cost_reduction = 0.25
				uses = 2
				category = cat_marines_doctrine cat_paratroopers_doctrine
			}
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			add_tech_bonus = {
				name = CZE_diversify_our_specialists
				bonus = 0.5
				uses = 2
				category = para_tech marine_tech rangers_tech_cat
			}
		} {
			limit = {
				has_character = CZE_frantisek_hrabcik
				CZE_frantisek_hrabcik = {
					NOT = {
						has_trait = commando
					}
				}
			}
			CZE_frantisek_hrabcik = {
				add_trait = {
					trait = commando
				}
			}
		}
		else_if = {
			limit = {
				has_dlc = Arms Against Tyranny No Compromise, No Surrender
			}
			add_doctrine_cost_reduction = {
				name = CZE_diversify_our_specialists
				cost_reduction = 0.25
				uses = 2
				category = cat_marines_doctrine cat_paratroopers_doctrine cat_rangers_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = CZE_diversify_our_specialists
				bonus = 0.5
				uses = 2
				category = para_tech marine_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_sanayiciler
Constructs: prerequisite, has_government, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_sanayiciler
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = TUR_ratify_the_six_arrows
	}
	available = {
		NOT = {
			TUR = {
				has_government = communism
			}
		}
	}
	x = -3
	y = 1
	relative_position_id = TUR_ratify_the_six_arrows
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = TUR_sanayiciler_tt
		unlock_decision_tooltip = TUR_sponsor_petrol_olfisis_formation
	}
}
### Entity: Character
Component: KOR_yi_kang
Source: game
File: common/characters/KOR.txt

Code:
KOR_yi_kang = {
	name = KOR_yi_kang
	portraits = {
		civilian = {
			large = GFX_portrait_Yi_Kang
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		traits = {

		}
		id = -1
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_establish_the_air_force
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, has_dlc
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_establish_the_air_force
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = HUN_bled_agreement
	}
	x = -5
	y = 4
	relative_position_id = HUN_secret_rearmament
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = HUN_establish_the_air_force
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = HUN_mw_aircraft_organization
		}
	}
}
### Entity: Idea
Component: r56_LUX_capital_of_europe
Constructs: political_power_gain, production_speed_buildings_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_capital_of_europe = {
	picture = soviet_german_friendship
	modifier = {
		political_power_gain = 0.5
		improve_relations_maintain_cost_factor = -0.15
		war_support_weekly = -0.001
		stability_weekly = 0.003
		production_speed_buildings_factor = 0.15
		consumer_goods_factor = -0.1
	}
}
### Entity: Character
Component: TAJ_shirinsho_shotemur
Source: game
File: common/characters/TAJ.txt

Code:
TAJ_shirinsho_shotemur = {
	name = AFG_shirinsho_shotemur
	portraits = {
		civilian = {
			large = gfx/leaders/AFG/r56_portrait_AFG_Shirinsho_Shotemur.dds
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			PAL_father_of_nation
		}
		expire = 1937.10.27
		id = -1
	}
}
### Entity: Idea
Component: LAT_saeima_idea_neutral_1
Constructs: stability_factor, war_support_factor, has_government, is_subject, removal_cost, neutrality_drift
Source: game
File: common/ideas/latvia.txt

Code:
LAT_saeima_idea_neutral_1 = {
	picture = LAT_saeimas
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		OR = {
			is_subject = no
			AND = {
				is_subject = yes
				OVERLORD = {
					has_government = neutrality
				}
			}
		}
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.1
		experience_gain_army = 0.02
		stability_factor = 0.05
		war_support_factor = 0.05
	}
}
### Entity: AI Strategy
Component: ITA_yugoslavia_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_yugoslavia_ally = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_potential_allies_in_the_balkans
		country_exists = YUG
	}
	abort = {
		NOT = {
			country_exists = YUG
		}
	}
	ai_strategy = {
		type = befriend
		id = YUG
		value = 100
	} {
		type = alliance
		id = YUG
		value = 100
	}
}
### Entity: Idea
Component: CZE_autarky_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_autarky_2 = {
	name = CZE_autarky
	removal_cost = -1
	picture = GER_autarky
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.05
		local_resources_factor = 0.15
		global_building_slots_factor = 0.25
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_recapture_the_holy_land
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_recapture_the_holy_land
	icon = GFX_focus_ETH_the_one_true_heir_of_solomon
	prerequisite = {
		focus = ARM_the_10th_crusade
	}
	relative_position_id = ARM_the_10th_crusade
	x = 1
	y = 1
	cost = 5
	available = {
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
		any_other_country = {
			any_owned_state = {
				OR = {
					state = 1016 1017 949 454 966 1022 455 1021
				}
			}
			NOT = {
				has_war_with = ROOT
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	bypass = {
		controls_state = 1016 1017 949 454 966 1022 455 1021
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		every_other_country = {
			limit = {
				any_owned_state = {
					OR = {
						state = 1016 1017 949 454 966 1022 455 1021
					}
				}
				NOT = {
					has_war_with = ROOT
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Unit Leader
Component: trait_SPR_stalinist_loyalties
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_SPR_stalinist_loyalties = {
	type = all
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Event
Component: turkey.104
Constructs: is_triggered_only, ai_chance, random_hours
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.104
	title = turkey.104.t
	desc = turkey.104.d
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = turkey.104.a
		ai_chance = {
			base = 10
		}
		diplomatic_relation = {
			country = FROM
			relation = guarantee
		}
		FROM = {
			country_event = {
				id = turkey.105
				hours = 4
				random_hours = 2
			}
		}
	} {
		name = turkey.104.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = turkey.106
				hours = 4
				random_hours = 2
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Component: CHI_the_political_tutelage_upgraded_dm
Constructs: research_speed_factor, has_government, production_speed_buildings_factor, democratic_drift, remove_trigger, is_subject
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_the_political_tutelage_upgraded_dm = {
	icon = GFX_idea_CHI_the_republic_restored
	democratic_drift = CHI_the_political_tutelage_dm_democratic_drift
	production_speed_infrastructure_factor = CHI_the_political_tutelage_dm_production_speed_infrastructure_factor
	research_speed_factor = CHI_the_political_tutelage_dm_research_speed_factor
	faction_influence_contribution_factor = CHI_the_political_tutelage_dm_faction_influence_contribution_factor
	production_speed_buildings_factor = CHI_the_political_tutelage_dm_production_speed_buildings_factor
	consumer_goods_factor = CHI_the_political_tutelage_dm_consumer_goods_factor
	production_speed_industrial_complex_factor = CHI_the_political_tutelage_dm_production_speed_industrial_complex_factor
	global_building_slots = CHI_the_political_tutelage_dm_global_building_slots
	political_power_factor = CHI_the_political_tutelage_dm_political_power_factor
	drift_defence_factor = CHI_the_political_tutelage_dm_drift_defence_factor
	remove_trigger = {
		OR = {
			is_subject = yes
			has_government = communism fascism
		}
	}
}