Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_restore_public_trust_in_the_storting
Constructs: prerequisite, limit, has_government, add_war_support, has_country_flag, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_restore_public_trust_in_the_storting
	icon = GFX_focus_NOR_restore_public_trust_in_the_storting
	prerequisite = {
		focus = NOR_broken_gun_policies NOR_weathering_the_storm_to_come
	}
	x = -1
	y = 1
	relative_position_id = NOR_broken_gun_policies
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.05
		add_war_support = 0.1
		add_political_power = 65
		add_command_power = 25
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		if = {
			limit = {
				has_country_flag = NOR_going_dem_allied
			}
			unlock_decision_tooltip = {
				decision = NOR_alt_dem_economic_relief_measures
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	}
}
### Entity: Profile
Component: profile_backgrounds
Source: game
File: common/profile_backgrounds/00_profile_background.txt

Code:
profile_backgrounds = {
	1 = {
		icon = GFX_profile_background_1_1
	}
	2 = {
		icon = GFX_profile_background_1_2
	}
	3 = {
		icon = GFX_profile_background_1_3
	}
	4 = {
		icon = GFX_profile_background_2_1
		tag = SPR
	}
	5 = {
		icon = GFX_profile_background_2_2
		tag = ITA
	}
	6 = {
		icon = GFX_profile_background_2_3
		tag = ITA
	}
	7 = {
		icon = GFX_profile_background_3_1
		tag = ITA
	}
	8 = {
		icon = GFX_profile_background_3_2
		tag = ITA
	}
	9 = {
		icon = GFX_profile_background_3_3
		tag = FRA
	}
	10 = {
		icon = GFX_profile_background_4_1
		tag = ITA
	}
	11 = {
		icon = GFX_profile_background_4_2
		tag = FRA
	}
	12 = {
		icon = GFX_profile_background_4_3
		tag = ITA
	}
	13 = {
		icon = GFX_profile_background_5_1
		tag = ITA
	}
	14 = {
		icon = GFX_profile_background_5_2
		tag = ITA
	}
	15 = {
		icon = GFX_profile_background_5_3
		tag = ITA
	}
	16 = {
		icon = GFX_profile_background_6_1
		tag = ITA
	}
	17 = {
		icon = GFX_profile_background_6_2
		tag = ITA
	}
	18 = {
		icon = GFX_profile_background_6_3
		tag = ITA
	}
	19 = {
		icon = GFX_profile_background_7_1
		tag = ITA
	}
	20 = {
		icon = GFX_profile_background_7_2
		tag = ITA
	}
	21 = {
		icon = GFX_profile_background_7_3
		tag = ITA
	}
}
### Entity: Character
Component: SIA_absent_monarch_curb_influence_1_r56
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_absent_monarch_curb_influence_1_r56 = {
	random = no
	political_power_factor = 0.12
	stability_factor = -0.08
	neutrality_drift = -0.02
}
### Entity: AI Strategy
Component: ENG_dominate_the_home_islands
Constructs: has_war_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_dominate_the_home_islands = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war_with = JAP
		date = > 1943.8.1
		NOT = {
			has_war_with = GER
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_dominance
		id = home_islands_control_zone
		value = 100
	} {
		type = naval_dominance
		id = micronesia_pacific_control_zone
		value = 80
	} {
		type = naval_dominance
		id = mariana_pacific_control_zone
		value = 80
	}
}
### Entity: Misc Config
Component: anti_fascist_controlled_states_my_continent
Constructs: has_government, limit, is_on_same_continent_as
Source: game
File: common/collections/collections.txt

Code:
anti_fascist_controlled_states_my_continent = {
	input = game:all_states
	name = COLLECTION_STATES_MY_CONTINENT_CONTROLLED_DEMOCRATIC_COMMUNIST
	operators = {
		limit = {
			is_on_same_continent_as = ROOT
			controller = {
				OR = {
					has_government = communism democratic
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_democratic_principles
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_democratic_principles
	prerequisite = {
		focus = BUL_oppose_the_royal_dictatorship
	}
	icon = GFX_goal_support_democracy
	relative_position_id = BUL_oppose_the_royal_dictatorship
	x = 3
	y = 2
	cost = 10
	mutually_exclusive = {
		focus = BUL_appoint_communist_ministers
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 70
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = BUL_stefan_stefanov BUL_konstantin_muraviev
		BUL_zveno_low_loyalty_decrease_effect = yes
		BUL_bs_low_loyalty_increase_effect = yes
		BUL_bzns_low_loyalty_increase_effect = yes
		BUL_nsm_low_loyalty_decrease_effect = yes
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_provide_autonomy_to_settlers
Constructs: shared_focus, prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_provide_autonomy_to_settlers
	icon = GFX_goal_treaty_peoples
	prerequisite = {
		focus = TRK_comrpomise_with_soviet_settlers
	}
	x = 0
	y = 2
	relative_position_id = TRK_comrpomise_with_soviet_settlers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		tag = KAZ
		OR = {
			has_idea = TRK_severe_soviet_colonization TRK_moderate_soviet_colonization TRK_slight_soviet_colonization
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = -75
		if = {
			limit = {
				has_idea = TRK_severe_soviet_colonization
			}
			swap_ideas = {
				remove_idea = TRK_severe_soviet_colonization
				add_idea = TRK_moderate_soviet_colonization
			}
		}
		else_if = {
			limit = {
				has_idea = TRK_moderate_soviet_colonization
			}
			swap_ideas = {
				remove_idea = TRK_moderate_soviet_colonization
				add_idea = TRK_slight_soviet_colonization
			}
		}
		else = {
			remove_ideas = TRK_slight_soviet_colonization
		}
		every_state = {
			limit = {
				OR = {
					state = 882 588 407
				}
			}
			add_dynamic_modifier = {
				modifier = semi_autonomous_state
			}
		}
	}
}
### Entity: Event
Component: india.419
Constructs: is_triggered_only, ai_chance, add_political_power, retire_country_leader, set_party_name
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.419
	title = india.419.t
	desc = india.419.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = india.419.a
		ai_chance = {
			base = 10
		}
	} {
		name = india.419.b
		ai_chance = {
			base = 50
		}
		retire_country_leader = yes
		add_political_power = 50
		set_party_name = {
			name = CPI-P
			long_name = Communist Party of India - Pillai's Faction
			ideology = communism
		}
		promote_character = RAJ_p_krishna_pillai
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_join_northern_lights
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_join_northern_lights
	icon = GFX_goal_SWE_copenhagen_treaty
	relative_position_id = LIT_draw_closer_to_sweden
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_draw_closer_to_sweden
	}
	available = {
		is_in_faction = no
		any_country = {
			OR = {
				original_tag = SWE DEN NOR FIN SMI
			} {
				has_government = democratic neutrality
			}
			is_faction_leader = yes
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = SWE DEN NOR
		}
	}
	mutually_exclusive = {
		focus = LIT_form_a_baltic_alliance
	} {
		focus = LIT_join_allies
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		if = {
			limit = {
				SWE = {
					OR = {
						has_government = democratic neutrality
					}
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SWE
						has_war_with = ROOT
					}
				}
			}
			SWE = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				NOR = {
					OR = {
						has_government = democratic neutrality
					}
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = NOR
						has_war_with = ROOT
					}
				}
			}
			NOR = {
				country_event = generic.2
			}
		} {
			limit = {
				DEN = {
					OR = {
						has_government = democratic neutrality
					}
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = DEN
						has_war_with = ROOT
					}
				}
			}
			DEN = {
				country_event = generic.2
			}
		} {
			limit = {
				FIN = {
					OR = {
						has_government = democratic neutrality
					}
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = FIN
						has_war_with = ROOT
					}
				}
			}
			FIN = {
				country_event = generic.2
			}
		} {
			limit = {
				SMI = {
					OR = {
						has_government = democratic neutrality
					}
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SMI
						has_war_
# ... (truncated)
### Entity: Idea
Component: AST_the_promise_of_nauru
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_the_promise_of_nauru = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_deal_with_the_devil
	modifier = {
		custom_modifier_tooltip = AST_the_promise_of_nauru_tt
	}
}
### Entity: Unit Leader
Component: 8
Source: game
File: common/unit_leader/00_attack_skills.txt

Code:
8 = {
	cost = 12800
	type = field_marshal
	modifier = {
		offence = 0.2
	}
}
### Entity: Idea
Component: FIN_suojeluskunta_ns_1
Constructs: removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/finland.txt

Code:
FIN_suojeluskunta_ns_1 = {
	picture = FIN_suojeluskunta
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.02
		conscription_factor = 0.15
		mobilization_speed = 0.25
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_develop_air_doctrines
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_develop_air_doctrines
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = ALG_first_air_force
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 43
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = air_doctrine_tech_bonus_name
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.83
Constructs: is_triggered_only, add_to_faction, is_subject_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.83
	title = wuw_GER_diplomacy.83.t
	desc = wuw_GER_diplomacy.83.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.83.a
		GER = {
			add_to_faction = ROOT
		}
	} {
		name = wuw_GER_diplomacy.83.b
		trigger = {
			NOT = {
				is_subject_of = GER
			}
		}
	}
}
### Entity: Event
Component: BALTIC_events.9
Constructs: is_triggered_only, ai_chance, save_event_target_as, declare_war_on
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.9
	title = BALTIC_events.7.t
	desc = BALTIC_events.7.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	immediate = {
		SWE = {
			save_event_target_as = baltic_wargoal_target
		}
	}
	option = {
		name = BALTIC_events.7.a
		ai_chance = {
			base = 10
		}
		FROM = {
			declare_war_on = {
				type = topple_government
				target = SWE
			}
		}
	} {
		name = BALTIC_events.7.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = BALTIC_events.701
		}
	}
}
### Entity: Scripted Effect
Component: DEN_bop_occupation_very_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_occupation_very_high_increase_effect = {
	add_power_balance_value = {
		id = DEN_occupation_balance
		value = 0.25
	}
}
### Entity: Idea
Component: GER_hdw_improved
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_hdw_improved = {
	name = GER_hdw
	picture = GER_hdw
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_u_boat_efforts
	}
	cost = 150
	research_bonus = {
		naval_equipment = 0.15
	}
	modifier = {
		naval_torpedo_reveal_chance_factor = -0.05
		navy_submarine_attack_factor = 0.05
	}
	traits = {
		submarine_manufacturer
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_venerate_the_ancient_hellenes
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_venerate_the_ancient_hellenes
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = GRE_remembering_the_anatolian_catastrophe
	}
	x = 0
	y = 1
	relative_position_id = GRE_remembering_the_anatolian_catastrophe
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = GRE_venerate_the_ancient_hellenes_spirit
		add_political_power = 120
	}
}
### Entity: Modding Documentation
Construct: num_of_nukes
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_nukes
* description: check amount of nukes
* (Auto generated using the trigger with same name)
### Entity: Country History
Country: LAO
Component: LAO_politics
Constructs: set_popularities
Source: game
File: history/countries/LAO - Laos.txt

Code:
# Politics & Parties for LAO
set_popularities = {
	democratic = 25
	communism = 35
	neutrality = 40
}
### Entity: Decision
Component: SOV_soviet_aid_decision_category
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_soviet_aid_decision_category = {
	icon = decision_category_generic_communism
	allowed = {
		original_tag = SIK
	}
}
### Entity: Character
Component: war_profiteer
Source: game
File: common/country_leader/00_traits.txt

Code:
war_profiteer = {
	sprite = 10
	random = no
	production_speed_arms_factory_factor = 0.05
	production_speed_dockyard_factor = 0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: Idea
Component: SIK_the_nkvd_no_lar
Constructs: has_government, has_war_with, removal_cost, encryption_factor
Source: game
File: common/ideas/sinkiang.txt

Code:
SIK_the_nkvd_no_lar = {
	picture = generic_secret_police
	removal_cost = -1
	allowed = {
		original_tag = SIK
	}
	allowed_civil_war = {
		has_government = communism
	}
	cancel = {
		has_war_with = SOV
	}
	modifier = {
		foreign_subversive_activites = -0.15
		encryption_factor = 0.15
		drift_defence_factor = 0.3
		resistance_target = -0.03
		custom_modifier_tooltip = SIK_if_war_with_sov_this_disappears_tt
	}
}
### Entity: Idea
Component: SOV_destalinization
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_destalinization = {
	name = SOV_destalinization
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_deal_with_the_devil2
	modifier = {
		stability_weekly = 0.001
		political_power_gain = 0.05
	}
}
### Entity: Character
Component: NZL_edward_puttick
Source: game
File: common/characters/NZL.txt

Code:
NZL_edward_puttick = {
	name = NZL_edward_puttick
	portraits = {
		army = {
			small = GFX_idea_NZL_edward_puttick
		}
	}
	advisor = {
		slot = army_chief
		idea_token = NZL_edward_puttick
		allowed = {
			original_tag = NZL
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_approach_paris
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader, is_subject_of
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_approach_paris
	icon = GFX_goal_QUE_france_quebec
	prerequisite = {
		focus = QUE_aspirations_of_new_france
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = 5
	y = 6
	cost = 10
	available_if_capitulated = yes
	available = {
		is_subject = no
		is_in_faction = no
		has_government = fascism
		FRA = {
			is_subject = no
			is_faction_leader = yes
			OR = {
				has_government = fascism neutrality
			}
			NOT = {
				has_war_with = QUE
			}
		}
	}
	bypass = {
		OR = {
			is_subject_of = FRA
			is_in_faction_with = FRA
		}
	}
	mutually_exclusive = {
		focus = QUE_approach_rome QUE_our_own_way QUE_approach_berlin QUE_align_with_mexico
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		FRA = {
			country_event = {
				id = generic.2
				days = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: 143 Bubing Shi
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 143 Bubing Shi
	location = 4140
	division_template = Sanjiao Jun
	start_experience_factor = 0.2
}
### Entity: Modding Documentation
Construct: grow_intel_network
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## grow_intel_network

Grow the intel network in the specified tag
### Entity: Idea
Component: naval_academy_scholarships_spirit
Constructs: has_naval_academy, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
naval_academy_scholarships_spirit = {
	ledger = navy
	available = {
		has_naval_academy = yes
	}
	modifier = {
		navy_leader_start_level = 1
		navy_leader_cost_factor = -0.4
		custom_modifier_tooltip = naval_academy_scholarships_spirit_tt
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_flight_schools
Constructs: prerequisite, completion_reward, add_to_variable, add_ace
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_flight_schools
	icon = GFX_focus_FIN_expand_air_force_academy
	prerequisite = {
		focus = AUS_purchase_foreign_designs AUS_focus_on_domestic_production
	}
	x = 2
	y = 1
	relative_position_id = AUS_purchase_foreign_designs
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_airforce_intro_tt
		add_to_variable = {
			AUS_airforce_air_ace_generation_chance_factor = 0.2
			tooltip = air_ace_generation_chance_factor_tt
		} {
			AUS_airforce_air_untrained_pilots_penalty_factor = -0.1
			tooltip = air_untrained_pilots_penalty_factor_tt
		}
		add_ace = {
			name = Walter
			surname = Nowotny
			callsign = Nowi
			type = fighter_genius
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_organize_future_elections
Constructs: has_completed_focus, limit, add_stability, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_organize_future_elections
	mutually_exclusive = {
		focus = PRU_look_to_the_past
	}
	icon = GFX_goal_PRU_peru_republic
	x = 20
	y = 0
	cost = 7.2
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PRU_look_to_the_past
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_political_power = 25
		add_stability = 0.05
		country_event = {
			hours = 4
			id = peru.1
		}
		hidden_effect = {
			PRU = {
				country_event = {
					days = 35
					id = peru.56
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: MLI_stc
Source: game
File: common/characters/MLI.txt

Code:
MLI_stc = {
	advisor = {
		slot = political_advisor
		idea_token = MLI_stc
		allowed = {
			original_tag = MLI
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Event
Component: italy.8
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_in_faction, set_rule, create_faction_from_template, add_to_faction
Source: game
File: events/Italy.txt

Code:
country_event = {
	id = italy.8
	title = italy.8.t
	desc = italy.8.d
	picture = GFX_report_event_german_parade_paris
	is_triggered_only = yes
	option = {
		name = italy.8.a
		FRA = {
			if = {
				limit = {
					is_in_faction = no
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_european_dominance
					name = domination_francaise
				}
			}
		} {
			add_to_faction = ITA
		} {
			add_ai_strategy = {
				type = alliance
				id = ITA
				value = 200
			}
		}
		ITA = {
			add_ai_strategy = {
				type = alliance
				id = FRA
				value = 200
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.181
			}
		}
	} {
		name = italy.8.b
		ai_chance = {
			factor = 0
		}
		FRA = {
			add_opinion_modifier = {
				target = ITA
				modifier = ITA_FRA_woo_italy_reject
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.183
			}
		}
	}
}
### Entity: Unit Template
Component: LIT_CL_HISTORICAL
Source: game
File: common/units/names_ships/LIT_ship_names.txt

Code:
LIT_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		LIT
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	fallback_name = Sviesos Kreiseris %d
	unique = {
		Silute Taurage Jurbarkas Alytus Trakai Druskininkai
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_utilize_foreign_capital
Constructs: prerequisite, completion_reward, add_research_slot, unlock_decision_tooltip
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_utilize_foreign_capital
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = TUR_cooperate_with_the_debt_council
	}
	x = 0
	y = 1
	relative_position_id = TUR_cooperate_with_the_debt_council
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		unlock_decision_tooltip = TUR_discuss_investment_possibilities_with_FROM
		custom_effect_tooltip = TUR_foreign_capital_tt
	}
}