Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: GRA
Component: GRA_technology
Constructs: set_technology
Source: game
File: history/countries/GRA - Grenada.txt

Code:
# Starting Technologies for GRA
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	mtg_transport = 1
}
### Entity: AI Strategy
Component: paratrooper_generic
Constructs: has_tech
Source: game
File: common/ai_templates/generic.txt

Code:
paratrooper_generic = {
	blocked_for = {
		GER JAP ENG USA ITA SOV
	}
	role = paratroopers
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = paratroopers
			}
		}
	}
	paratrooper_default = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
			}
			regimental_support = {
				field_guns = 2
			}
			regiments = {
				paratrooper = 9
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CAN_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = CAN
		}
		requested_factories = 1
		progress = 0.39
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = CAN
		}
		requested_factories = 1
		progress = 0.45
		efficiency = 100
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_International_Volunteers
Constructs: prerequisite, limit, has_government, is_major, add_opinion_modifier, completion_reward, set_rule, every_other_country
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_International_Volunteers
	icon = GFX_focus_spr_masters_of_our_own_fate
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Defy_Russia
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	x = -6
	y = 2
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		every_other_country = {
			limit = {
				OR = {
					is_neighbor_of = DEN
					AND = {
						is_major = yes
						capital_scope = {
							is_on_continent = europe
						}
					}
				}
				NOT = {
					has_government = communism
				}
			}
			add_opinion_modifier = {
				target = DEN
				modifier = den_socialist_volunteers
			}
		}
		add_timed_idea = {
			idea = den_international_volunteers_idea
			days = 400
		}
	}
}
### Entity: Modding Documentation
Construct: __#_#_#__##
Constructs: __#_#_#__##, maximum_speed, build_cost_ic, fuel_capacity
Source: vanilla_docs
File: common/military_industrial_organization/organizations/_documentation.md

Doc:
###  ##  #  # # #  ## 
 #  #  # ## # # # #   
 #  #### # ## ##   #  
 #  #  # #  # # #   # 
 #  #  # #  # # # ##  
```

- `maximum_speed`
- `reliability`
- `defense`
- `breakthrough`
- `armor_value`
- `soft_attack`
- `hard_attack`
- `ap_attack`
- `air_attack`
- `build_cost_ic`
- `fuel_consumption`
- `hardness`
- `armor_value`
- `build_cost_ic`
- `entrenchment` - only if you have DLC NSB  and module `dozer_blade`
- `fuel_capacity` - only if you have DLC NSB  and module `expanded_fuel_tank`
### Entity: National Focus
Tree: kal_focus
Component: KAL_red_army
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_red_army
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = KAL_cult_of_personality
	}
	x = 0
	y = 1
	relative_position_id = KAL_cult_of_personality
	cost = 10
	ai_will_do = {
		factor = 12
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = GEN_red_army
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_expanded_military_support
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_manpower, add_tech_bonus, random_owned_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_expanded_military_support
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = SWI_integrate_refugees_into_the_army
	}
	x = 0
	y = 1
	relative_position_id = SWI_integrate_refugees_into_the_army
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_manpower = 30000
		add_tech_bonus = {
			name = SWI_expanded_military_support
			bonus = 2.0
			uses = 3
			category = support_tech
		}
		SWI_mr_high_increase = yes
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Character
Component: PRC_luo_zhao
Source: game
File: common/characters/PRC.txt

Code:
PRC_luo_zhao = {
	name = PRC_luo_zhao
	portraits = {
		civilian = {
			large = GFX_portrait_PRC_luo_zhao
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			financial_expert armaments_organizer
		}
		expire = 1956.1.1.12
		id = -1
	}
}
### Entity: Idea
Component: USA_state_funds_refused
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_state_funds_refused = {
	picture = MEX_callistas
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_make_common_cause
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, is_in_faction, create_faction_from_template, set_rule
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_make_common_cause
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = AST_part_with_colonizer
	}
	relative_position_id = AST_part_with_colonizer
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = AST_make_common_cause_idea
		add_stability = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = {
				template = faction_template_world_revolution
				name = AST_COMINWEALTH_FACTION
				icon = GFX_faction_icon_generic_communist
			}
		}
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: ITA_italys_destiny_idea
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_italys_destiny_idea = {
	picture = FRA_la_deluge
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_italys_destiny
	}
	modifier = {
		industrial_capacity_dockyard = 0.15
		production_speed_dockyard_factor = 0.2
		navy_capital_ship_attack_factor = 0.1
		positioning = 0.1
		spotting_chance = 0.15
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_secret_rearmament
Constructs: limit, add_ideas, completion_reward, has_dlc, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_secret_rearmament
	icon = GFX_focus_secret_rearmament
	x = 33
	y = 0
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {

	}
	bypass = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = HUN_treaty_of_triannon_aat
			}
		}
		else = {
			NOT = {
				has_idea = HUN_treaty_of_triannon
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = HUN_secret_rearmament
		custom_effect_tooltip = HUN_secret_rearmament_tt
	}
}
### Entity: Scripted Effect
Component: bba_get_fighter_USA_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_fighter_USA_effect = {
	if = {
		limit = {
			USA = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_1
			producer = USA
			amount = fighter_buy_amount
			variant_name = P-36A
		}
	}
	else_if = {
		limit = {
			USA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_country_flag = USA_improved_export_fighter_template
					}
				}
			}
			USA = {
				create_equipment_variant = {
					name = P-39
					type = small_plane_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_1x
						fixed_auxiliary_weapon_slot_1 = heavy_mg_4x
						engine_type_slot = engine_3_1x
						special_type_slot_1 = empty
					}
					icon = GFX_USA_fighter2_medium
				}
				set_country_flag = USA_improved_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_2
			producer = USA
			amount = fighter_buy_amount
			variant_name = P-39
		}
	} {
		limit = {
			USA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_country_flag = USA_advanced_export_fighter_template
					}
				}
			}
			USA = {
				create_equipment_variant = {
					name = P-51
					type = small_plane_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = heavy_mg_4x
						fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_4_1x
						special_type_slot_1 = empty
					}
					icon = GFX_USA_fighter3_medium
				}
				set_country_flag = USA_advanced_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_3
			producer = USA
			amount = fighter_buy_amount
			variant_name = P-51
		}
	}
}
### Entity: Event
Component: GOE_RAJ.32
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_extra_state_shared_building_slots, add_building_construction, random_core_state, is_controlled_by
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.32
	title = GOE_RAJ.32.t
	desc = GOE_RAJ.32.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.32.a
		ai_chance = {
			base = 1
		}
		ENG = {
			country_event = {
				id = GOE_RAJ.16
				hours = 2
			}
		}
		if = {
			limit = {
				has_completed_focus = RAJ_look_to_the_future
			}
			429 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				has_completed_focus = RAJ_look_to_the_past
			}
			988 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
				}
				prioritize = {
					439
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		effect_tooltip = {
			RAJ = {
				add_autonomy_score = {
					value = 80
				}
			}
			ENG = {
				transfer_state = 992
				659 = {
					add_core_of = FSA
				}
				1016 = {
					add_core_of = FSA
					add_claim_by = YEM
				}
			}
		}
	} {
		name = GOE_RAJ.32.b
	}
}
### Entity: Modifier Reference
Construct: shore_bombardment_bonus
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## shore_bombardment_bonus

* Number with 1 decimal places
* **Categories**: army
### Entity: Character
Component: the_german_connection
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
the_german_connection = {
	random = no
	sprite = 13
	improve_relations_maintain_cost_factor = -0.3
	fascism_drift = 0.05
	political_power_factor = 0.1
	war_support_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: RAJ_jim_corbett
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_jim_corbett = {
	name = RAJ_jim_corbett
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_jim_corbett_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_jim_corbett
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_lobby_parliment
		}
		traits = {
			RAJ_conservationalist
		}
	}
}
### Entity: Character
Component: minister_of_the_interior_aregai
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
minister_of_the_interior_aregai = {
	random = no
	sprite = 13
	surrender_limit = 0.05
	production_speed_buildings_factor = 0.05
	enemy_operative_detection_chance = 0.1
	improve_relations_maintain_cost_factor = -0.3
}
### Entity: Character
Component: GER_authoritarian_conservative
Constructs: war_support_factor, army_attack_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_authoritarian_conservative = {
	sprite = 13
	random = no
	neutrality_drift = 0.03
	army_attack_factor = 0.025
	war_support_factor = 0.05
}
### Entity: Modifier Reference
Construct: conscription_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## conscription_factor

* Number with 0 decimal places
* **Categories**: country, war_production
### Entity: Idea
Component: SOM_nccr
Source: game
File: common/ideas/somalia.txt

Code:
SOM_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = SOM
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Component: SWE_the_cross_we_bear_idea
Constructs: coordination_bonus
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
SWE_the_cross_we_bear_idea = {
	icon = GFX_idea_scandinavian_defense_union
	org_loss_at_low_org_factor = SWE_cross_we_bear_org_loss_at_low_org_factor
	org_loss_when_moving = SWE_cross_we_bear_org_loss_when_moving
	special_forces_cap = SWE_cross_we_bear_org_special_forces_cap
	coordination_bonus = SWE_cross_we_bear_coordination_bonus
	army_morale_factor = SWE_cross_we_bear_army_morale_factor
	conscription = SWE_cross_we_bear_conscription
}
### Entity: Event
Component: r56_afghanistan.48
Constructs: is_triggered_only, add_popularity, set_politics, set_autonomy
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.48
	picture = GFX_report_event_worker_protests
	title = r56_afghanistan.48.t
	desc = r56_afghanistan.48.d
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.48.a
		PER = {
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
		}
		AFG = {
			set_autonomy = {
				target = PER
				autonomy_state = autonomy_puppet
				end_civil_wars = no
				end_wars = no
			}
		}
	}
}
### Entity: Game Rule
Component: fra_fragmentation_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
fra_fragmentation_status = {
	name = FRA_FRAGMENTATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_FRAGMENTATION_DESC
	}
	option = {
		name = FRA_FRAGMENTED
		text = RULE_OPTION_FRA_FRAGMENTED
		desc = RULE_OPTION_FRA_FRAGMENTED_DESC
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_cyclometer_no_mtg
Constructs: prerequisite, limit, completion_reward, set_technology, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_cyclometer_no_mtg
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = POL_expand_polish_intelligence_no_mtg
	}
	available = {

	}
	x = 2
	y = 1
	relative_position_id = POL_expand_polish_intelligence_no_mtg
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_tech_bonus = {
				name = POL_the_cyclometer
				bonus = 1.0
				uses = 1
				category = encryption_tech decryption_tech
			}
		}
		else = {
			hidden_effect = {
				set_technology = {
					lar_decryption_bonus_tech = 1
				}
			}
			custom_effect_tooltip = lar_decryption_bonus_tt
		}
	}
}
### Entity: Order of Battle
Component: Schnelle Division
Constructs: division_template
Source: game
File: history/units/AUS_1936.txt

Code:
division = {
	name = Schnelle Division
	location = 11666
	division_template = Schnelle Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Event
Component: LaR_france_vichy_notification_events.5
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = LaR_france_vichy_notification_events.5
	title = LaR_france_vichy_notification_events.5.t
	desc = LaR_france_vichy_notification_events.1.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = LaR_france_vichy_notification_events.1.a
		ai_chance = {
			factor = 100
		}
		effect_tooltip = {
			FRA = {
				FRA_transfer_north_africa_effect = yes
			}
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_empire_5
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_autonomy_ratio
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_empire_5
	icon = GFX_goal_MAL_pearl_of_the_orient
	ai_will_do = {
		factor = 2
	}
	x = 3
	y = 6
	prerequisite = {
		focus = MAL_the_empire_4
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_government_idea_1_2
			add_idea = MAL_government_idea_1_3
		}
		add_autonomy_ratio = {
			value = 0.25
			localization = mal_autonomy
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.26
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.26
	title = BBA_ethiopia_balance_of_power_events.26.t
	desc = BBA_ethiopia_balance_of_power_events.26.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	option = {
		name = BBA_ethiopia_balance_of_power_events.26.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Event
Component: WW_hungary.116
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, add_core_of, clr_country_flag
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.116
	title = WW_hungary.116.t
	desc = WW_hungary.116.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	option = {
		name = WW_hungary.116.a
		add_political_power = 75
		73 = {
			add_core_of = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ROOT = {
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_rejected_our_proposal
			}
		}
		hidden_effect = {
			FROM = {
				clr_country_flag = HUN_sent_banatian_demands
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_country_opinion_is_good
Constructs: check_variable
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_country_opinion_is_good = {
	check_variable = {
		var = THIS.opinion@SWI
		value = SWI_good_opinion
		compare = greater_than_or_equals
	}
}
### Entity: Idea
Component: r56_generic_invest_reward_7
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_generic_invest_reward_7 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SOV_scientist_defect
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.1
		political_power_factor = 0.05
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_national_academies_of_sciences
Constructs: prerequisite, limit, has_government, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_national_academies_of_sciences
	icon = GFX_SOV_national_academies_of_sciences_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_ussr_academy_of_sciences
	}
	x = 0
	y = 3
	relative_position_id = SOV_the_ussr_academy_of_sciences
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_government = communism
			}
			custom_effect_tooltip = SOV_national_academies_of_sciences_tt
		}
		else = {
			custom_effect_tooltip = SOV_national_academies_of_sciences_alt_tt
		}
	}
}
### Entity: Unit Template
Component: SIA_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/SIA_operative_codenames.txt

Code:
SIA_OPERATIVE_CODENAME_HISTORICAL = {
	name = SIA_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		SIA
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Yām Teāfi Seux Chāng Ling Khn bāp Kheruxngynt Lāngkhæ̂n H̄mwk F̄êā rawang P̄hm dæng Plā P̂xngkạn Pelw fi T̄ĥả
	}
}
### Entity: Unit Leader
Component: 3
Constructs: screening_efficiency
Source: game
File: common/unit_leader/00_defense_skills.txt

Code:
3 = {
	cost = 400
	type = navy
	modifier = {
		naval_defense_factor = 0.15
	}
	building_module_modifier = {
		naval_enemy_fleet_size_ratio_penalty_factor = 0.0375
		screening_efficiency = 0.045
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_mechanising_our_army
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_mechanising_our_army
	icon = GFX_goal_generic_build_tank
	mutually_exclusive = {
		focus = TUR_embrace_military_tradition
	}
	prerequisite = {
		focus = TUR_modernising_the_army
	}
	x = -2
	y = 1
	relative_position_id = TUR_modernising_the_army
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_mechanising_our_army
			bonus = 2.0
			uses = 1
			category = motorized_equipment
		} {
			name = TUR_mechanising_our_army
			bonus = 3.0
			uses = 2
			category = support_tech
		}
	}
}
### Entity: Event
Component: portugal.3
Constructs: is_triggered_only, fire_only_once, add_core_of
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.3
	title = portugal.3.t
	desc = portugal.3.d
	picture = GFX_report_event_soviet_tanks_snow
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.3.o
		effect_tooltip = {
			POR = {
				transfer_state = 290
			}
			290 = {
				add_core_of = POR
			}
		}
	}
}
### Entity: State History
Component: 931
Constructs: add_core_of, add_to_array
Source: game
File: history/states/931-San Luis Potosi.txt

Code:
state = {
	id = 931
	name = STATE_931
	state_category = large_town
	history = {
		owner = MEX
		buildings = {
			infrastructure = 2
		}
		add_core_of = MEX
		add_to_array = {
			state_victory_points = 4956
		} {
			state_victory_points = 2011
		} {
			state_victory_points = 13262
		}
		victory_points = {
			4956 15
		} {
			2011 5
		} {
			13262 10
		}
	}
	provinces = {
		1952 2008 2011 4956 13254 13261 13262
	}
	manpower = 1885848
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}