Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: medium_tank_producer_offense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
medium_tank_producer_offense_1 = {
	random = no
	equipment_bonus = {
		medium_tank_chassis = {
			soft_attack = 0.1
			reliability = 0.1
		}
		medium_tank_artillery_chassis = {
			soft_attack = 0.1
			reliability = 0.1
		}
		medium_tank_destroyer_chassis = {
			soft_attack = 0.1
			reliability = 0.1
		}
		medium_tank_aa_chassis = {
			soft_attack = 0.1
			reliability = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_ADVISOR_autocratic_archbishop
Constructs: check_variable
Source: game
File: common/ai_strategy_plans/EAI_national_laws.txt

Code:
EAI_ADVISOR_autocratic_archbishop = {
	name = EAI_ADVISOR_autocratic_archbishop
	enable = {
		check_variable = {
			EAI_get_advisor = global.EAI_autocratic_archbishop_TYPE
		}
	}
	abort_when_not_enabled = yes
	traits = {
		autocratic_archbishop = 50000
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Hearts_of_Iron_4_Wiki%3AWork_needed.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
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Template talk
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Help talk
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Category talk
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Beta talk
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The following pages link to Hearts of Iron 4 Wiki:Work needed:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Hearts_of_Iron_4_Wiki:Work_needed"
### Entity: National Focus
Tree: por_focus
Component: POR_portuguese_artillery
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, random_owned_state
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_portuguese_artillery
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_ogme
	}
	icon = GFX_goal_generic_army_artillery
	x = -2
	y = 1
	relative_position_id = POR_ogme
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_portuguese_artillery
			bonus = 1.0
			uses = 1
			category = artillery
		}
		if = {
			limit = {
				has_full_control_of_state = 179
			}
			179 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = POR_fma_organization
			mio:POR_fma_organization = {
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = fma
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.59
Constructs: is_triggered_only, ai_chance, add_political_power, create_wargoal, puppet_wargoal_focus, remove_from_faction
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.59
	title = wuw_GER_realpolitik.59.t
	desc = wuw_GER_realpolitik.59.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.59.a
		ai_chance = {
			base = 90
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		remove_from_faction = FROM
	} {
		name = wuw_GER_realpolitik.59.b
		ai_chance = {
			base = 10
		}
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_new_industry
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_new_industry
	icon = GFX_goal_generic_construction
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_roads_program
	}
	x = 1
	y = 1
	completion_reward = {
		add_tech_bonus = {
			name = ICE_new_industry_tech
			bonus = 1
			uses = 2
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: GER_czechoslovakia_is_idiot
Constructs: has_global_flag
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_czechoslovakia_is_idiot = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_global_flag = CZE_refused_sudetenland
		country_exists = CZE
	}
	abort = {
		NOT = {
			country_exists = CZE
		}
	}
	ai_strategy = {
		type = antagonize
		id = CZE
		value = 300
	}
}
### Entity: Character
Component: AST_charles_burnett
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_charles_burnett = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_charles_burnett
		portraits = {
			army = {
				small = GFX_idea_AST_charles_burnett
			}
		}
		advisor = {
			slot = high_command
			idea_token = AST_charles_burnett
			ledger = air
			allowed = {
				original_tag = AST
			}
			available = {
				has_completed_focus = AST_australian_command
			}
			traits = {
				air_air_superiority_2
			}
			cost = 100
			ai_will_do = {
				factor = 1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_charles_burnett
		portraits = {
			army = {
				small = GFX_idea_AST_charles_burnett
			}
		}
		advisor = {
			slot = air_chief
			idea_token = AST_charles_burnett
			allowed = {
				original_tag = AST
			}
			traits = {
				air_air_combat_training_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Idea
Component: ARG_argentina_first_idea
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/argentina.txt

Code:
ARG_argentina_first_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_preparing_for_war
	modifier = {
		experience_gain_army = 0.1
		conscription_factor = 0.1
		stability_factor = 0.05
		war_support_factor = 0.05
	}
}
### Entity: Character
Component: BRM_archibald_cochrane
Source: game
File: common/characters/BRM.txt

Code:
BRM_archibald_cochrane = {
	name = BRM_archibald_cochrane
	portraits = {
		civilian = {
			large = GFX_portrait_BRM_archibald_cochrane
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: bftb_turkey.8
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_stability, add_political_power, has_war_support
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.8
	title = bftb_turkey.8.t
	desc = bftb_turkey.8.desc
	picture = GFX_report_event_tur_turkish_soldiers
	is_triggered_only = yes
	option = {
		name = bftb_turkey.8.a
		ai_chance = {
			factor = 30
			modifier = {
				has_completed_focus = ENG_global_defense
				factor = 80
			}
		}
		add_stability = -0.05
		custom_effect_tooltip = TUR_britain_stands_up_for_turkey_tt
		hidden_effect = {
			SOV = {
				country_event = {
					id = bftb_turkey.10
					hours = 8
				}
			}
			diplomatic_relation = {
				country = TUR
				relation = guarantee
				active = yes
			}
		}
	} {
		name = bftb_turkey.8.b
		ai_chance = {
			factor = 60
			modifier = {
				has_war_support = < 20
				factor = 40
			}
		}
		add_political_power = -120
		custom_effect_tooltip = TUR_britain_abandons_turkey_tt
		hidden_effect = {
			TUR = {
				country_event = {
					id = bftb_turkey.9
					hours = 8
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_empower_internationalism
Constructs: prerequisite, has_government, completion_reward, is_historical_focus_on, add_timed_idea
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_empower_internationalism
	icon = GFX_goal_workers_support
	prerequisite = {
		focus = CZE_czechoslovak_government_reform
	}
	mutually_exclusive = {
		focus = CZE_sokol_movement
	}
	available = {
		NOT = {
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	x = 33
	y = 1
	cost = 5
	ai_will_do = {
		factor = 0.7
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		country_event = {
			id = CZE.404
			days = 1
		}
		custom_effect_tooltip = report_reward alternative_diplomatic_reward
		effect_tooltip = {
			add_timed_idea = {
				idea = CZE_internationalism
				days = 1250
			}
		} {
			add_timed_idea = {
				idea = CZE_red_union_strikes
				days = 365
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_mountain_tanks
Constructs: prerequisite, completion_reward, set_technology, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_mountain_tanks
	icon = GFX_focus_generic_army_tanks2
	prerequisite = {
		focus = RAJ_mechanization_of_the_cavalry
	}
	x = 0
	y = 1
	relative_position_id = RAJ_mechanization_of_the_cavalry
	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
	}
	completion_reward = {
		custom_effect_tooltip = mountain_tanks_tt
		set_technology = {
			mountain_tanks = 1
			popup = yes
		}
	}
}
### Entity: Name List
Component: TIB
Source: game
File: common/names/00_names.txt

Code:
TIB = {
	male = {
		names = {
			Tsarong Chamba Trimon Penor Gendün Jamphel Norbhu Mipham Tsepon Andruk Namgang
		}
	}
	female = {
		names = {
			Kamala Indira Dawa Dechen Diki Choden Dohna Dolkar Karma Sonam Sangmu
		}
	}
	surnames = {
		Dzasa Wangyal Shatra Lungshar Rinpoche Chöphel Shakabpa Tashi
	}
	callsigns = {

	}
}
### Entity: Wiki Documentation
Construct: image
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
image

No parameter = If no image parameter is given the template uses a default image. Which default image it uses depends on the type parameter.
An image = Should be an image with usual wiki notation. Widths of 40px - 50px are usually about right. (Images over 52 pixels wide will cause padding problems.)
none = Means that no image is used.
### Entity: Event
Component: wuw_GER_diplomacy.80
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.80
	title = wuw_GER_diplomacy.80.t
	desc = wuw_GER_diplomacy.80.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.80.a
		add_timed_idea = {
			idea = GER_volkskommissariat_industrialization
			days = 365
		}
	}
}
### Entity: AI Strategy
Component: CHI_sea_nationalist_historical_plan
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/CHI_sea_historical_strategy_plan.txt

Code:
CHI_sea_nationalist_historical_plan = {
	name = Nationalist China historical plan
	desc = Essentially historical behavior for Nationalist China
	allowed = {
		original_tag = CHI
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = CHI_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = CHI_AI_RANDOM_HISTORICAL_SEA
			has_game_rule = {
				rule = CHI_ai_behavior
				option = HISTORICAL_SEA
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CHI_dang_guo CHI_promote_the_national_currency CHI_denounce_feudalism CHI_decree_the_end_to_corruption CHI_arrest_the_seven_gentlemen CHI_military_affairs_commission_sea CHI_protracted_warfare CHI_defence_in_depth CHI_initiate_the_gung_ho_movement CHI_finance_cooperatives CHI_expand_the_cooperatives CHI_relocate_factories_from_the_coast CHI_one_nation_undivided CHI_guerrilla_warfare CHI_formalize_field_promotions CHI_the_4_defence_areas CHI_the_three_year_plan CHI_extend_compulsory_education CHI_demonstrate_our_resolve CHI_send_the_first_lady_abroad CHI_administer_cooperatives CHI_secure_the_soviet_border CHI_crackdown_on_corruption_in_recruitment CHI_facilitate_operation_zet CHI_introduce_the_baojia_system CHI_inspect_the_troops CHI_collaborate_with_allied_forces CHI_bog_them_down_in_the_centre CHI_scout_for_air_experts CHI_international_squadron CHI_burma_campaign CHI_from_many_to_one CHI_commemorate_the_labour_corps CHI_form_saco CHI_find_foreign_financiers CHI_allocate_lend_lease CHI_rocaf CHI_reorganise_the_central_armys_academy_aviation_corps CHI_towards_a_professional_army CHI_the_sky_cannot_have_two_suns CHI_tour_the_west CHI_train_for_asymmetry CHI_serve_the_country_with_utmost_loyalty CHI_decisive_battles CHI_prepare_the_war_zones CHI_monopolise_resource_extraction CHI_central_steel_and_machine_works CHI_a_generalissimo_for_all_of_china CHI_tour_the_south CHI_tour_the_north CHI_victory_over_the_invaders CHI_crush_the_communists CHI_joining_the_international_community
	}
	research = {
		industry = 15.0
		infantry_tech = 50.0
		artillery = 8.0
		support_tech = 6.5
		naval_equipment = 0.25
	}
	ideas = {
		CHI_soong_mei_ling = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: ARG_historical_plan
Constructs: has_war, has_country_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/ARG_historical_strategy_plan.txt

Code:
ARG_historical_plan = {
	name = Argentina Historical Plan
	desc = 
	allowed = {
		original_tag = ARG
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = ARG_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			has_country_flag = ARG_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = ARG_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		is_subject = yes
		has_war = no
	}
	ai_national_focuses = {
		SMB_army SMB_navy ARG_roberto_maria_ortiz ARG_defense_and_democracy ARG_banco_central_de_la_republica_argentina ARG_crack_down_on_corruption ARG_industrial_expansion ARG_british_cooperation ARG_rapid_urbanization ARG_import_substitution ARG_agricultural_improvements ARG_military_production_lines ARG_emphasis_on_public_works ARG_economic_reactivation_act ARG_towards_a_greater_argentina ARG_universidad_de_buenos_aires SMB_air_force SMB_construct_air_bases ARG_capitalize_the_beef_industry ARG_revisit_the_roca_runciman_treaty ARG_immigration_wave ARG_develop_civilian_economy ARG_the_argentinian_metropole ARG_economic_tax_reforms ARG_invest_in_the_roads ARG_invest_in_the_railways ARG_expand_steel_extraction SMB_regular_infantry SMB_artillery SMB_construct_naval_bases SMB_naval_foreign_advisors ARG_expand_aluminum_extraction ARG_the_castillo_cabinet ARG_consolidating_power ARG_march_to_la_casa_rosada ARG_balancing_act SMB_military_facilities SMB_army_academy SMB_tank_warfare SMB_regular_infantry SMB_artillery SMB_construct_naval_bases SMB_naval_foreign_advisors SMB_domestic_production SMB_tierra_del_fuego_training SMB_foreign_advisors SMB_purchase_destroyers_and_subs SMB_expand_repair_yards SMB_enlarge_naval_facilities SMB_air_academy SMB_license_designs SMB_fortification_effort SMB_air_defense ARG_yacimientos_petroliferos_fiscales ARG_the_american_push SMB_establish_aircraft_industry SMB_nimble_air_force SMB_winning_the_air_war SMB_air_modifier_boost_1 ARG_join_the_allies ARG_align_with_the_monroe_doctrine ARG_envoy_to_london ARG_american_allyship ARG_study_the_battle_of_the_river_plate ARG_firmes_volamos
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: NORDIC_add_to_war_array
Constructs: add_to_array
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_add_to_war_array = {
	add_to_array = {
		array = GLOBAL.NORDIC_at_defensive_war
		value = THIS
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_a_last_stand
Constructs: prerequisite, completion_reward, set_capital, add_victory_points, add_dynamic_modifier
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_a_last_stand
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = ETH_the_defense_of_addis_ababa ETH_the_hindenburg_wall
	}
	x = 1
	y = 1
	relative_position_id = ETH_the_defense_of_addis_ababa
	cost = 5
	available = {
		838 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		surrender_progress = > 0.5
	}
	search_filters = {

	}
	completion_reward = {
		set_capital = {
			state = 838
			remember_old_capital = no
		}
		add_victory_points = {
			province = 13244
			value = 3
		}
		838 = {
			add_dynamic_modifier = {
				modifier = ETH_state_last_stand_modifier
				scope = ETH
				days = 120
			}
		}
	}
}
### Entity: Character
Component: SIK_soviet_consul_general_trait
Constructs: production_speed_buildings_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SIK_soviet_consul_general_trait = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.1
	communism_drift = 0.05
	local_resources_factor = 0.05
}
### Entity: National Focus
Tree: mon_focus
Component: MON_ordos_plateau_exploitation
Constructs: prerequisite, limit, completion_reward, has_idea, is_subject_of, every_state, set_state_flag, add_dynamic_modifier
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_ordos_plateau_exploitation
	icon = GFX_goal_generic_communist_economy
	x = 0
	y = 2
	cost = 8
	relative_position_id = MON_southern_development_focus
	prerequisite = {
		focus = MON_southern_development_focus
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
		OR = {
			ROOT = {
				controls_state = 621 746
			}
			any_other_country = {
				is_subject_of = ROOT
				OR = {
					controls_state = 621 746
				}
			}
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		621 = {
			r56_state_category_level_up = yes
		}
		746 = {
			r56_state_category_level_up = yes
		}
		every_state = {
			limit = {
				OR = {
					state = 621 746
				}
			}
			set_state_flag = MON_invested_into_state
			add_dynamic_modifier = {
				modifier = r56_local_development
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: WES_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_fascist_guy = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = WES
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: JAP_first_air_fleet
Constructs: removal_cost, sortie_efficiency
Source: game
File: common/ideas/japan.txt

Code:
JAP_first_air_fleet = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_navy_carrier_bonus
	modifier = {
		sortie_efficiency = 0.2
	}
}
### Entity: Modifier Reference
Construct: license_light_tank_eq_tech_difference_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_light_tank_eq_tech_difference_speed_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAPP-6_Mechanized.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
APP-6_Mechanized.png &#8206;(120 × 75 pixels, file size: 2 KB, MIME type: image/png)
### Entity: National Focus
Tree: phi_focus
Component: PHI_sugar_barons
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, add_to_variable, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_sugar_barons
	icon = GFX_focus_BRA_support_sugar_barons
	prerequisite = {
		focus = PHI_pro_hacendados PHI_anti_hacendados
	}
	relative_position_id = PHI_pro_hacendados
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_sugar_barons_unlock_tt generic_skip_one_line_tt
		if = {
			limit = {
				OR = {
					has_completed_focus = PHI_open_borders PHI_nationality_act
				}
			}
			custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt
		} {
			limit = {
				has_completed_focus = PHI_partido_komunista_ng_pilipinas_coup
				NOT = {
					has_country_flag = PHI_american_intervention_is_over
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt PHI_american_intervention_change_value_small_decrease_tt
		}
		else = {
			custom_effect_tooltip = PHI_modify_shaken_economy_dynamic_modifier_tt
		}
		add_to_variable = {
			PHI_the_great_depression_fuel_gain_factor = 0.15
			tooltip = fuel_gain_factor_tt
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		set_variable = {
			PHI_american_intervention_value_to_add = -10
		}
		PHI_american_intervention_change_value = yes
		hidden_effect = {
			PHI_central_focuses_done_T2 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: TUR_mustafa_kemal_ataturk
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_mustafa_kemal_ataturk = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = TUR_mustafa_kemal_ataturk
		portraits = {
			civilian = {
				large = GFX_portrait_TUR_mustafa_kemal_ataturk
			}
			army = {
				large = GFX_portrait_TUR_mustafa_kemal_ataturk_military
			}
		}
		country_leader = {
			ideology = despotism
			traits = {
				father_of_the_turks
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = TUR_mustafa_kemal_ataturk
		portraits = {
			civilian = {
				large = GFX_portrait_TUR_mustafa_kemal_ataturk
			}
			army = {
				large = GFX_portrait_TUR_mustafa_kemal_ataturk_military
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ftr_air_focus_2
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_ftr_air_focus_2 = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/fighter = global.EAI_FTR_B
		} {
			EAI_FOCUS/AIR/fighter_OVERRIDE = global.EAI_FTR_B
		}
		AND = {
			OR = {
				EAI_Fighter_Focus_2_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/fighter EAI_FOCUS/AIR/fighter_OVERRIDE
			}
		}
	}
}