Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CYP_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = CYP
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}
### Entity: AI Strategy
Component: ENG_default_air
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_default_air = {
	allowed = {
		tag = ENG
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 40
	}
}
### Entity: Character
Component: agricultural_nationalist
Constructs: neutrality_drift, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
agricultural_nationalist = {
	random = no
	sprite = 13
	trade_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
	neutrality_drift = -0.05
	fascism_drift = -0.05
}
### Entity: Character
Component: NOR_axel_aubert
Constructs: has_government
Source: game
File: common/characters/NOR.txt

Code:
NOR_axel_aubert = {
	name = NOR_axel_aubert
	portraits = {
		civilian = {
			small = GFX_portrait_NOR_axel_aubert_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_loyalist = yes
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_axel_aubert
		allowed = {
			NOR_aat = yes
		}
		visible = {
			NOT = {
				OR = {
					has_government = fascism communism
				}
			}
		}
		available = {
			has_government = neutrality
		}
		traits = {
			NOR_aristocratic_industrialist
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_26
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_26 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 26
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 26
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.11
Constructs: is_triggered_only, ai_chance
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.11
	title = mtg_usa_foreign_support.11.t
	desc = mtg_usa_foreign_support.11.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.11.a
		ai_chance = {
			factor = 70
		}
	}
}
### Entity: AI Strategy
Component: DEN_avoid_axis_or_comintern
Constructs: has_government, has_country_flag, has_dlc, is_historical_focus_on, has_subject, has_elections
Source: game
File: common/ai_strategy/DEN.txt

Code:
DEN_avoid_axis_or_comintern = {
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	enable = {
		DEN_historical_ai = yes
		is_historical_focus_on = yes
	}
	abort = {
		OR = {
			date = > 1945.6.1
			AND = {
				has_country_flag = DEN_has_occupation_flag
				any_other_country = {
					has_subject = DEN
					OR = {
						has_government = democratic
						AND = {
							has_government = neutrality
							has_elections = yes
						}
					}
				}
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = JAP
		value = -1000
	} {
		type = alliance
		id = SOV
		value = -1000
	} {
		type = alliance
		id = GER
		value = -1000
	} {
		type = alliance
		id = ITA
		value = -1000
	}
}
### Entity: Event
Component: cuba.15
Constructs: is_triggered_only, annex_country, add_core_of
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.15
	title = cuba.15.t
	desc = cuba.15.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = cuba.15.a
		DOM = {
			annex_country = {
				target = HAI
				transfer_troops = yes
			}
		}
		318 = {
			add_core_of = DOM
		}
	} {
		name = cuba.15.b
	}
}
### Entity: Event
Component: ARG_political_events.30
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.30
	title = ARG_political_events.30.t
	desc = ARG_political_events.30.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ARG_political_events.30.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Event
Component: WW_hungary.53
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, puppet_wargoal_focus, unlock_decision_tooltip
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.53
	title = WW_hungary.53.t
	desc = WW_hungary.53.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.53.a
		ai_chance = {
			factor = 100
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		unlock_decision_tooltip = HUN_place_a_habsburg_on_the_spanish_throne
	}
}
### Entity: State History
Component: 604
Constructs: limit, add_core_of, has_dlc
Source: game
File: history/states/604-China 4.txt

Code:
state = {
	id = 604
	name = STATE_604
	history = {
		owner = XSM
		add_core_of = XSM CHI PRC TIB
		victory_points = {
			8018 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 2
		}
		1938.10.25 = {
			IF = {
				limit = {
					NOT = {
						has_dlc = Waking the Tiger
					}
				}
				CHI = {
					transfer_state = PREV
				}
			}
		}
	}
	provinces = {
		4914 4964 7940 8018 8037 12899
	}
	manpower = 1196100
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 1.0
}
### Entity: Idea
Component: CZE_trade_agreement_AUS_HUN_YUG
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_trade_agreement_AUS_HUN_YUG = {
	picture = can_wartime_prices_and_trade_board
	name = CZE_trade_agreement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = AUS
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	} {
		tag = HUN
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	} {
		tag = YUG
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	}
}
### Entity: Idea
Component: GRE_debt_to_the_ifc
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_debt_to_the_ifc = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	picture = gre_debt_to_the_ifc
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		consumer_goods_factor = 0.3
	}
}
### Entity: Event
Component: bftb_news.15
Constructs: is_triggered_only, has_war_with
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.15
	title = bftb_news.15.t
	desc = bftb_news.15.desc
	picture = GFX_news_event_the_megali_idea_succeeds
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.14.a
		trigger = {
			NOT = {
				has_war_with = BUL
			}
		}
	} {
		name = bftb_news.14.b
		trigger = {
			has_war_with = BUL
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_free_voldemares
Constructs: prerequisite, completion_reward, has_active_mission, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_free_voldemares
	icon = GFX_focus_LIT_free_voldemaras
	prerequisite = {
		focus = LIT_secure_a_loyal_cabinet
	}
	mutually_exclusive = {
		focus = LIT_exile_voldemares
	}
	x = -1
	y = 1
	relative_position_id = LIT_secure_a_loyal_cabinet
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_active_mission = LIT_iron_wolf_partisans
		fascism = > 0.2
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		show_ideas_tooltip = LIT_augustinas_voldemaras
		unlock_decision_category_tooltip = LIT_iron_wolf_appeasement
		LIT_iron_wolf_up_effect = yes
	}
}
### Entity: Event
Component: canton_island.1
Constructs: is_triggered_only, ai_chance, fire_only_once, set_compliance, add_claim_by
Source: game
File: events/Abemama.txt

Code:
country_event = {
	id = canton_island.1
	picture = GFX_report_event_merchant_ship_01
	title = canton_island.1.t
	desc = canton_island.1.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = canton_island.1.a
		642 = {
			set_compliance = 70
			add_claim_by = ENG
		}
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Character
Component: GER_oskar_von_nidermayer
Constructs: has_character_flag
Source: game
File: common/characters/AFG.txt

Code:
GER_oskar_von_nidermayer = {
	portraits = {
		army = {
			large = GFX_portrait_GER_oskar_von_nidermayer
			small = GFX_portrait_GER_oskar_von_nidermayer_small
		}
	}
	corps_commander = {
		traits = {

		} {
			politically_connected infantry_officer
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_character_flag = AFG_cw_gained_german_support
		}
	}
}
### Entity: Event
Component: war_justification.13
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.13
	title = war_justification.13.t
	desc = war_justification.13.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	trigger = {
		has_government = neutrality
		FROM = {
			has_government = neutrality
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.13.a
		FROM = {
			country_event = {
				id = war_justification.213
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: AI Strategy
Component: SOV_StrikeForce_1
Source: game
File: common/ai_navy/taskforce/SOV_taskforce_templates.txt

Code:
SOV_StrikeForce_1 = {
	allowed = {
		original_tag = SOV
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		naval_strike
	}
	min_composition = {
		battleship = {
			amount = 1
		}
		heavy_cruiser = {
			amount = 1
		}
	}
	optimal_composition = {
		carrier = {
			amount = 2
		}
		battleship = {
			amount = 4
		}
		heavy_cruiser = {
			amount = 4
		}
		light_cruiser = {
			amount = 4
		}
		destroyer = {
			amount = 28
		}
	}
}
### Entity: Modifier Reference
Construct: base_fuel_gain_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## base_fuel_gain_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Modifier Reference
Construct: recruitable_population_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## recruitable_population_factor

* Number with 2 decimal places
* **Categories**: state
### Entity: Order of Battle
Component: Kaigun Yobikantai
Source: game
File: history/units/KOR_1936_naval.txt

Code:
fleet = {
	name = Kaigun Yobikantai
	naval_base = 4056
	task_force = {
		name = Ominato Keibi Sentai
		location = 4056
		ship = {
			name = Kamikaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = KOR
					version_name = Mutsuki Class
				}
			}
		} {
			name = Nokaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = KOR
					version_name = Mutsuki Class
				}
			}
		} {
			name = Namikaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = KOR
					version_name = Mutsuki Class
				}
			}
		} {
			name = Numakaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = KOR
					version_name = Mutsuki Class
				}
			}
		}
	} {
		name = Bogojunyokan Kantai
		location = 7125
		ship = {
			name = Iwate
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = KOR
					version_name = Izumo Class
				}
			}
		} {
			name = Hirado
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = KOR
					version_name = Chikuma Class
				}
			}
		} {
			name = Yahagi
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = KOR
					version_name = Chikuma Class
				}
			}
		}
	}
}
### Entity: Character
Component: AST_james_scullin
Constructs: has_completed_focus, limit, add_political_power, check_variable, add_to_variable, has_country_leader
Source: game
File: common/characters/AST.txt

Code:
AST_james_scullin = {
	name = AST_james_scullin
	portraits = {
		civilian = {
			small = GFX_portrait_AST_james_scullin_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_james_scullin
		allowed = {
			original_tag = AST
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = AST_alp_advisor_tt
				check_variable = {
					var = AST_ruling_party
					value = 1
					compare = equals
				}
			}
		}
		traits = {
			AST_tax_reformer
		}
		always_show_on_actions_tooltip = yes
		on_add = {
			add_to_variable = {
				var = AST_alp_votes_daily_var
				value = 0.01
			}
			AST_votes_change_effect = yes
		}
		on_remove = {
			add_to_variable = {
				var = AST_alp_votes_daily_var
				value = -0.01
			}
			AST_votes_change_effect = yes
			owner = {
				IF = {
					limit = {
						has_completed_focus = AST_war_is_coming
						has_country_leader = {
							ruling_only = yes
							character = AST_joseph_lyons
						}
					}
					AST = {
						add_political_power = 35
					}
				}
				ELSE_IF = {
					limit = {
						has_completed_focus = AST_war_is_coming
					}
					add_political_power = 50
				}
			}
		}
		cost = 100
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_reviving_the_workshop_of_the_world
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_reviving_the_workshop_of_the_world
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = RAJ_a_peacock_prince
	}
	x = 0
	y = 1
	relative_position_id = RAJ_a_peacock_prince
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		try_build_civ_in_core_otherwise_build_in_controlled_2_civs = yes
		if = {
			limit = {
				has_idea = civilian_economy
			}
			add_ideas = low_economic_mobilisation
		}
		add_ideas = idea_RAJ_reviving_the_workshop_of_the_world
	}
}
### Entity: Event
Component: nicaragua.7
Constructs: is_triggered_only
Source: game
File: events/r56_nicaragua.txt

Code:
country_event = {
	id = nicaragua.7
	title = nicaragua.7.t
	desc = nicaragua.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = nicaragua.7.a
	}
}
### Entity: Character
Component: ARG_bartolome_de_la_colina
Source: game
File: common/characters/ARG.txt

Code:
ARG_bartolome_de_la_colina = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ARG_bartolome_de_la_colina
		ledger = air
		allowed = {
			original_tag = ARG
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Bartolomé de la Colina
	portraits = {
		army = {
			small = GFX_portrait_ARG_bartolome_de_la_colina_small
		}
	}
}
### Entity: Idea
Component: NOR_expanded_conscription_ns
Constructs: removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_expanded_conscription_ns = {
	picture = eng_imperial_conscription
	allowed = {
		NOR_AAT = yes
	}
	removal_cost = -1
	modifier = {
		weekly_manpower = 300
		training_time_factor = -0.2
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_destroyer_of_worlds
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_tech_bonus, add_breakthrough_points, add_country_leader_trait
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_destroyer_of_worlds
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = RAJ_i_am_death
	}
	x = 0
	y = 2
	relative_position_id = RAJ_i_am_death
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	} {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 1
			uses = 1
			technology = atomic_research
		}
		add_breakthrough_points = {
			specialization = specialization_nuclear
			value = 1
		}
		add_country_leader_trait = destroyer_of_worlds
	}
}
### Entity: Order of Battle
Component: 2. Birmingham Rifles
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 2. Birmingham Rifles
	location = 12735
	division_template = Volunteer Brigade
}
### Entity: National Focus
Tree: por_focus
Component: POR_oppose_germany
Constructs: prerequisite, has_government, completion_reward, add_ai_strategy, has_capitulated, create_wargoal, declare_war
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_oppose_germany
	will_lead_to_war_with = GER
	select_effect = {
		add_ai_strategy = {
			type = prepare_for_war
			id = GER
			value = 100
		}
	}
	available = {
		country_exists = GER
		GER = {
			has_government = fascism
			has_capitulated = no
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_join_the_allies POR_honor_anglo_portuguese_alliance
	}
	icon = GFX_focus_ger_oppose_hitler
	x = 4
	y = 1
	relative_position_id = POR_join_the_allies
	cost = 10
	completion_reward = {
		create_wargoal = {
			target = GER
			type = topple_government
			expire = 0
		}
		hidden_effect = {
			add_ai_strategy = {
				type = declare_war
				id = GER
				value = 100
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_has_unreserved_shared_slot
Constructs: limit, has_country_flag, check_variable, set_temp_variable, add_to_temp_variable, any_of, is_in_array
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_has_unreserved_shared_slot = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_has_unreserved_shared_slot > THIS=[this.getname] PREV=[prev.getname]
	} {
		limit = {
			EAI_has_free_shared_slot = yes
			check_variable = {
				tmp_free_slots = < 1
			}
		}
		set_temp_variable = {
			tmp_free_slots = 1
		}
	}
	set_temp_variable = {
		tmp_free_slots = modifier@local_building_slots
	} {
		tmp_free_slots_mod = 1
	} {
		tmp_used_slots = building_level@arms_factory
	} {
		tmp_free_unreserve_slots = tmp_free_slots
	}
	add_to_temp_variable = {
		tmp_free_slots_mod = PREV.modifier@global_building_slots_factor
	} {
		tmp_used_slots = building_level@industrial_complex
	} {
		tmp_used_slots = building_level@dockyard
	} {
		tmp_used_slots = building_level@synthetic_refinery
	} {
		tmp_used_slots = building_level@fuel_silo
	}
	multiply_temp_variable = {
		tmp_free_slots = tmp_free_slots_mod
	}
	meta_trigger = {
		text = {
			set_temp_variable = {
				tmp_free_slots = [x]
			}
		}
		x = [?tmp_free_slots|0]
	}
	subtract_from_temp_variable = {
		tmp_free_slots = tmp_used_slots
	}
	OR = {
		any_of = {
			array = EAI_PC_projects_in_state_of_@PREV
			value = EAI_has_unreserved_shared_slot_value
			if = {
				limit = {
					is_in_array = {
						global.EAI_PC_BUILDING_SHARED_TYPE = PREV.EAI_PC_building_type^EAI_has_unreserved_shared_slot_value
					}
				}
				subtract_from_temp_variable = {
					tmp_free_unreserve_slots = 1
				}
			}
			always = no
		}
		check_variable = {
			tmp_free_unreserve_slots = > 0
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_believe_obey_fight
Constructs: prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, add_political_power, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_believe_obey_fight
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = ITA_ministero_della_cultura_popolare
	}
	x = 0
	y = 1
	relative_position_id = ITA_ministero_della_cultura_popolare
	cost = 5
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_to_variable = {
			ITA_re_conscription_factor = 0.1
		}
		custom_effect_tooltip = ITA_believe_obey_fight_re_tt
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = ITA_dino_grandi
					}
				}
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = ITA_dino_grandi
		}
		add_political_power = 75
		add_war_support = 0.02
		add_stability = 0.02
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_19
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_19 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 19
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 19
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_our_enemys_enemy
Constructs: prerequisite, limit, is_major, completion_reward, every_other_country, is_in_faction_with, is_puppet_of
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_our_enemys_enemy
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = ETH_set_up_a_customs_barrier ETH_contact_the_exiles
	}
	x = 1
	y = 1
	relative_position_id = ETH_set_up_a_customs_barrier
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_major = yes
				NOT = {
					is_in_faction_with = ITA
					ETH = {
						is_puppet_of = PREV
					}
				}
			}
			country_event = {
				id = BBA_ethiopia_fascist_events.61
				days = 1
			}
		}
		custom_effect_tooltip = ETH_our_enemys_enemy_tt
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_artillery_improvements
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_artillery_improvements
	icon = GFX_goal_generic_army_mobilization2
	prerequisite = {
		focus = QUE_small_arms_production
	}
	relative_position_id = QUE_sorel_industries
	x = 3
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 2
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 2
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_strengthen_troop_coordination
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, add_tech_bonus, add_command_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_strengthen_troop_coordination
	icon = GFX_goal_generic_radio_development_2
	prerequisite = {
		focus = TUR_standardize_infantry_equipment TUR_streamline_conscription
	}
	x = -1
	y = 1
	relative_position_id = TUR_standardize_infantry_equipment
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = radio
				}
			}
			set_technology = {
				radio = 1
			}
			custom_effect_tooltip = TUR_strengthen_troop_coordination_tt
		}
		else = {
			add_tech_bonus = {
				name = TUR_strengthen_troop_coordination
				bonus = 1
				uses = 1
				category = signal_company_tech
			}
			add_command_power = 10
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: AST_motherland_advocate_leader
Constructs: war_support_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_motherland_advocate_leader = {
	random = no
	war_support_factor = 0.1
}