Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: PRE
Component: PRE_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/PRE - Prussia.txt

Code:
# Misc for PRE
capital = 64
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 50
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		improved_light_tank = 1
		basic_medium_tank = 1
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Decision
Component: PER_kur_azr_independence_cat
Source: game
File: common/decisions/categories/PER_decision_categories.txt

Code:
PER_kur_azr_independence_cat = {
	icon = GFX_decision_category_power_struggle
	priority = 10
	picture = GFX_decision_cat_picture_generic_border_conflicts
	visible_when_empty = no
	allowed = {
		original_tag = PER
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_oduffy_expulsion
Constructs: prerequisite, completion_reward, add_popularity, set_cosmetic_tag
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_oduffy_expulsion
	icon = GFX_goal_generic_denazification
	x = 3
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_radio_broadcasts
	} {
		focus = IRE_hold_public_funding_oppertunities
	} {
		focus = IRE_rally_rural_ireland
	}
	relative_position_id = IRE_rally_rural_ireland
	mutually_exclusive = {
		focus = IRE_oust_the_moderates
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.15
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = IRE_richard_mulcahy
		set_cosmetic_tag = IRE_IRELAND
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_increase_agricultural_export
Constructs: prerequisite, limit, completion_reward, has_subject, is_core_of, is_fully_controlled_by, cancel_if_invalid, every_core_state
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_increase_agricultural_export
	icon = GFX_focus_generic_agricultural_subsidies
	prerequisite = {
		focus = JAP_build_up_korean_industries
	}
	relative_position_id = JAP_build_up_korean_industries
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		OR = {
			has_subject = KOR
			any_controlled_state = {
				is_core_of = KOR
				is_fully_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_subject = KOR
			}
			KOR = {
				every_core_state = {
					limit = {
						is_fully_controlled_by = KOR
					}
					random_select_amount = 2
					add_extra_state_shared_building_slots = 1
				}
			}
		}
		ELSE = {
			every_controlled_state = {
				limit = {
					is_core_of = KOR
					is_fully_controlled_by = ROOT
				}
				random_select_amount = 2
				add_extra_state_shared_building_slots = 1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Character
Component: YEM_jabir_khaldun
Source: game
File: common/characters/YEM.txt

Code:
YEM_jabir_khaldun = {
	advisor = {
		slot = navy_chief
		idea_token = YEM_jabir_khaldun
		allowed = {
			original_tag = YEM
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Jabir Khaldun
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: Event
Component: bftb_turkey.34
Constructs: is_triggered_only, add_stability, fire_only_once
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.34
	title = bftb_turkey.34.t
	desc = bftb_turkey.34.desc
	picture = GFX_report_event_tur_politician_march
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.34.a
		add_stability = 0.1
		transfer_state = 164
	}
}
### Entity: Combat Tactic
Component: tactic_tw_evade
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_tw_evade = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = tactical_withdrawal
	}
	base = {
		factor = 4
	}
	picture = tw_evade
	display_phase = tactical_withdrawal
	combat_width = -0.25
	attacker = -0.4
	defender = -0.1
}
### Entity: Modifier Reference
Construct: navy_advisor_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_advisor_cost_factor

* Number with 0 decimal places
* **Categories**: naval
### Entity: Scripted Trigger
Component: EAI_ASW_CL_navy_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ASW_CL_navy_production = {
	EAI_ASW_CL_tech_focus = yes
	has_tech = basic_ship_hull_cruiser
}
### Entity: Character
Component: IRE_richard_james_mulcahy
Source: game
File: common/characters/IRE.txt

Code:
IRE_richard_james_mulcahy = {
	advisor = {
		slot = army_chief
		idea_token = IRE_richard_james_mulcahy
		allowed = {
			original_tag = IRE
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Richard James Mulcahy
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
}
### Entity: Idea
Component: PRC_mobile_warfare
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_mobile_warfare = {
	picture = FRA_scw_intervention_nationalists_focus
	allowed = {
		original_tag = PRC
	}
	removal_cost = -1
	modifier = {
		army_org_regain = 0.1
		army_core_attack_factor = 0.2
	}
}
### Entity: Idea
Component: SUR_pot
Source: game
File: common/ideas/suriname.txt

Code:
SUR_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = SUR
	}
	traits = {
		prince_of_terror
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_heavy_artillery
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_heavy_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = BRA_R56_imbel
	}
	relative_position_id = BRA_R56_imbel
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.5
			uses = 1
			category = artillery
		}
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		swap_ideas = {
			remove_idea = bra_ana_mineira_idea_2
			add_idea = bra_ana_mineira_idea_3
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: tdlra.1
Constructs: is_triggered_only, ai_chance, add_to_faction, add_ai_strategy, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_netherlands.txt

Code:
country_event = {
	id = tdlra.1
	title = tdlra.1.t
	desc = tdlra.1.d
	picture = GFX_news_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = tdlra.1.a
		ai_chance = {
			base = 95
		}
		HOL = {
			add_to_faction = ROOT
			ROOT = {
				add_ai_strategy = {
					type = alliance
					id = FRA
					value = 200
				}
			}
			country_event = {
				id = tdlra.3
				days = 1
			}
		}
	} {
		name = tdlra.1.b
		ai_chance = {
			base = 5
		}
		effect_tooltip = {
			HOL = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
				}
				country_event = {
					id = tdlra.2
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_83
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_83 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 83
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 83
	}
}
### Entity: Country History
Country: TER
Component: TER_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/TER - Terek.txt

Code:
# Politics & Parties for TER
set_war_support = 0.1
set_stability = 0.5
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 15
	fascism = 34
	communism = 8
	neutrality = 43
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_departemento_de_las_tropas_nacistas_de_asalto
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_technology
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_departemento_de_las_tropas_nacistas_de_asalto
	icon = GFX_focus_CHL_departemento_de_las_tropas_nacistas_de_asalto
	relative_position_id = CHL_syndicalize_the_production_sector
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_syndicalize_the_production_sector
	}
	mutually_exclusive = {
		focus = CHL_departamento_de_la_juventad_nacista
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	available = {
		has_government = fascism
	}
	completion_reward = {
		custom_effect_tooltip = ITA_battaglioni_d_assalto_tt
		hidden_effect = {
			set_technology = {
				blackshirt_assault_battalion_tech = 1
				popup = no
			}
		}
		add_ideas = CHL_fascist_assault_department
	}
}
### Entity: Event
Component: r56w.event.34
Constructs: is_triggered_only, limit, fire_only_once, set_global_flag, set_country_flag, clr_country_flag, declare_war_on, annex_everything
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.34
	title = r56w.event.34.t
	desc = r56w.event.34.d
	picture = GFX_r56w_generic_event_04
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = r56w_flag_dow_okay
		WHY = {
			set_country_flag = r56w_flag_events_active
		}
	}
	option = {
		name = r56w.event.34.a
		clr_country_flag = r56w_flag_book_02
		set_global_flag = r56w_flag_book_unleashed
	} {
		name = r56w.event.34.b
		clr_country_flag = r56w_flag_book_02
		set_global_flag = r56w_flag_book_unleashed
		declare_war_on = {
			target = WHY
			type = annex_everything
		}
	} {
		name = r56w.event.34.c
		clr_country_flag = r56w_flag_book_02
		set_country_flag = r56w_flag_book_closed
		if = {
			limit = {
				tag = GER
			}
			WHY = {
				change_tag_from = GER
			}
		} {
			limit = {
				tag = SOV
			}
			WHY = {
				change_tag_from = SOV
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_bolshevik_urbanization
Constructs: prerequisite, limit, completion_reward, add_political_power, cancel_if_invalid, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_bolshevik_urbanization
	icon = GFX_focus_PRC_bolshevik_urbanization
	prerequisite = {
		focus = PRC_bolshevik_aid
	}
	x = 0
	y = 1
	relative_position_id = PRC_bolshevik_aid
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = < 0.99
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = 0.15
			}
		}
		else = {
			add_political_power = 100
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_rehabilitate_the_army
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, completion_reward, has_civil_war, add_to_variable
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_rehabilitate_the_army
	icon = GFX_focus_SOV_builder_of_the_red_army
	cost = 5
	relative_position_id = CZE_kohler_faction
	x = 1
	y = 1
	prerequisite = {
		focus = CZE_kohler_faction CZE_gottwald_faction
	}
	available = {
		has_civil_war = no
		has_government = communism
	}
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt CZE_purge_two_random_commanders_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_experience_gain_army_unit_factor = 0.05
			tooltip = experience_gain_army_unit_factor_tt
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = CZE_kohler_faction
				}
			}
			remove_ideas = CZE_army_questionable_loyalties
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
		else = {
			custom_effect_tooltip = CZE_unlock_civil_war_army_generals_tt
			hidden_effect = {
				every_possible_country = {
					limit = {
						original_tag = CZE
					}
					every_character = {
						limit = {
							OR = {
								is_corps_commander = yes
								is_field_marshal = yes
							}
						}
						set_nationality = {
							target_country = ROOT
						}
					}
				}
			}
		}
		hidden_effect = {
			random_character = {
				limit = {
					is_field_marshal = yes
					NOT = {
						is_character = CZE_sergej_vojcechovsky CZE_josef_shnejdarek
					}
				}
				retire = yes
			} {
				limit = {
					is_corps_commander = yes
					NOT = {
						is_character = CZE_richard_tesarzhik CZE_emanuel_moravec CZE_vojtech_tuka CZE_augustin_voloshyn
						AND = {
							is_character = CZE_melichar_frantisek
							ROOT = {
								NOT = {
									has_completed_focus = CZE_continue_armed_force_reform
								}
							}
						} {
							is_character = CZE_karel_husarek
							ROOT = {
								NOT = {
									has_completed_focus = CZE_the_second_fortification_program
								}
							}
						} {
							is_character = CZE_karel_pavala_army
							ROOT = {
								NOT = {
									has_completed_focus = CZE_expand_the_river_monitor_fleet
								}
							}
						} {
							is_character = CZE_josef_vana
							ROOT = {
								NOT = {
									has_completed_focus = CZE_form_the_state_defense_guard
								}
							}
						} {
							is_character 
# ... (truncated)
### Entity: Idea
Component: idea_SIA_steel_arteries
Constructs: removal_cost, equipment_bonus, maximum_speed
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_steel_arteries = {
	picture = generic_train_tracks
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		production_speed_rail_way_factor = 0.2
		production_speed_supply_node_factor = 0.2
	}
	equipment_bonus = {
		train = {
			instant = yes
			maximum_speed = -0.1
		}
	}
}
### Entity: AI Strategy
Component: ENG_stop_soviet_from_falling
Constructs: has_war, has_government, has_war_with, is_in_faction_with, has_capitulated, send_lend_lease_desire
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_stop_soviet_from_falling = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war = no
		num_divisions = > 60
		NOT = {
			has_government = fascism
		} {
			is_in_faction_with = GER
		} {
			has_war_with = SOV
		}
		GER = {
			has_war_with = SOV ENG
			has_government = fascism
		}
		SOV = {
			surrender_progress = > 0.05
			has_capitulated = no
		}
	}
	abort = {
		OR = {
			has_war = yes
			has_war_with = SOV
			NOT = {
				GER = {
					has_war_with = SOV
				}
			}
			is_in_faction_with = GER
			has_government = fascism
			SOV = {
				has_war = no
			} {
				surrender_progress = < 0.01
			}
		}
	}
	ai_strategy = {
		type = support
		id = SOV
		value = 250
	} {
		type = send_lend_lease_desire
		id = SOV
		value = 500
	}
}
### Entity: Unit Template
Component: SPR_CITIES
Source: game
File: common/units/names_ships/SPR_ship_names.txt

Code:
SPR_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		SPR
	}
	type = ship
	prefix = ARE 
	unique = {
		La Coruña Bilbao Oviedo Málaga Barcelona Valencia Santander Cádiz Alicante Las Palmas Ferrol Melilla Santa Cruz Granada Santiago Gerona Ceuta Palma de Mayorca Vigo San Sebastián Almería Lugo Castellón Huelva Sevilla Pontevedra Vitoria Murcia Tarragona Gijón Logroño Pamplona León Zamora Salamanca Palencia Valladolid Ávila Segovia Burgos Soria Madrid Guadalajara Cuenca Toledo Ciudad Real Albacete Badajoz Córdoba Jaén Orense Cáceres Huesca Zaragoza Teruel Lérida Aranjuez Villaverde Ponferrada Cartagena Puertollano
	}
}
### Entity: Character
Component: welfare_architect
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
welfare_architect = {
	random = no
	sprite = 13
	stability_factor = 0.1
	political_power_factor = 0.05
	consumer_goods_factor = -0.15
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_integrate_heimwehr
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, has_civil_war, add_command_power, remove_power_balance
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_integrate_heimwehr
	icon = GFX_focus_SWE_revoke_militia_law
	relative_position_id = AUS_appoint_inquart
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_appoint_inquart
	}
	mutually_exclusive = {
		focus = AUS_support_southern_heimwehr
	}
	bypass = {
		has_civil_war = yes
	}
	cost = 8
	completion_reward = {
		add_command_power = 20
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 1500
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_power_balance = {
			id = AUS_heimwehr_power_balance
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_provincial_council_of_state
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_provincial_council_of_state
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	x = 1
	y = 1
	relative_position_id = SIA_the_kings_gambit
	prerequisite = {
		focus = SIA_the_kings_gambit
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor newline_tt available_political_advisor newline_tt available_political_advisor newline_tt available_political_advisor newline_tt available_political_advisor newline_tt available_political_advisor
		show_ideas_tooltip = SIA_damrong_rajanubhab SIA_paribatra_sukhumbandhu SIA_wan_waithayakon SIA_dhani_nivat SIA_rambai_barni SIA_bowardej
	}
}
### Entity: Doctrine
Component: line_of_battle
Constructs: xp_cost
Source: game
File: common/doctrines/subdoctrines/sea/navy_capital_subdoctrines.txt

Code:
line_of_battle = {
	track = capital_ships
	name = SUBDOCTRINE_LINE_OF_BATTLE
	description = SUBDOCTRINE_LINE_OF_BATTLE_DESC
	icon = GFX_doctrine_grand_battlefleet_medium
	xp_cost = 100
	xp_type = navy
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 75
			OR = {
				original_tag = ENG USA JAP ITA SOV
			}
		}
	}
	navy_fuel_consumption_factor = -0.05
	naval_has_potf_in_combat_attack = 0.1
	rewards = {
		flagships = {
			battleship = {
				max_organisation = 5
			}
			heavy_cruiser = {
				max_organisation = 5
			}
		}
		ordnance_handling_training = {
			battleship = {
				hg_attack = 0.05
				lg_attack = 0.05
				hg_armor_piercing = 0.05
			}
			heavy_cruiser = {
				hg_attack = 0.05
			}
		}
		blue_water_logistics = {
			battleship = {
				supply_consumption = -0.1
			}
			battle_cruiser = {
				supply_consumption = -0.1
			}
		}
		bulkhead_drills = {
			battleship = {
				naval_torpedo_damage_reduction_factor = 0.1
			}
			heavy_cruiser = {
				naval_torpedo_damage_reduction_factor = 0.1
			}
		}
		modernized_line_of_battle = {
			battleship = {
				max_organisation = 10
			}
			heavy_cruiser = {
				max_organisation = 5
			}
			battle_cruiser = {
				max_organisation = 5
			}
		}
	}
}
### Entity: Event
Component: bftb_turkey.59
Constructs: is_triggered_only
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.59
	title = bftb_turkey.59.t
	desc = bftb_turkey.59.desc
	picture = GFX_report_event_tur_the_montreux_convention
	is_triggered_only = yes
	option = {
		name = bftb_turkey.59.a
	}
}
### Entity: Military Industrial Organization
Component: HUN_obudai_hajogyar_organization
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/military_industrial_organization/organizations/HUN_organization.txt

Code:
HUN_obudai_hajogyar_organization = {
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_HUN_obudai_hajogyar
	allowed = {
		original_tag = HUN
		has_dlc = Arms Against Tyranny Gotterdammerung
	}
	available = {
		IF = {
			limit = {
				AND = {
					has_dlc = Death or Dishonor
					NOT = {
						has_dlc = Gotterdammerung
					}
				}
			}
			owner = {
				has_completed_focus = HUN_naval_warfare
			}
		} {
			limit = {
				has_dlc = Gotterdammerung
			}
			owner = {
				has_completed_focus = wuw_HUN_reinstate_the_navy
			}
		}
	}
}