Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: NORDIC_mil_industry_originator_dmod
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NORDIC_mil_industry_originator_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_production_bonus
	remove_trigger = {
		NORDIC_basic_joint_trigger = no
	}
	production_factory_max_efficiency_factor = 0.1
	production_speed_arms_factory_factor = NORDIC_mil_industry_originator_production_speed_arms_factory_factor
	production_factory_efficiency_gain_factor = NORDIC_mil_industry_originator_dmod_efficiency_gain_factor
	equipment_conversion_speed = NORDIC_mil_industry_originator_dmod_equipment_conversion_speed
	production_factory_start_efficiency_factor = NORDIC_mil_industry_originator_dmod_start_efficiency_factor
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_revive_pomor_trade
Constructs: prerequisite, has_government, owns_state, has_war_with, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_revive_pomor_trade
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = NOR_moscows_education_centers
	}
	x = 1
	y = 1
	relative_position_id = NOR_moscows_education_centers
	cost = 10
	available = {
		NOT = {
			SOV = {
				has_war_with = ROOT
			}
		}
		924 = {
			is_fully_controlled_by = ROOT
		}
		925 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				NOT = {
					has_government = communism
				} {
					owns_state = 214
				}
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = AAT_norway_communist.1
				hours = 3
			}
		}
		custom_effect_tooltip = if_they_accept
		event_option_tooltip = AAT_norway_communist.2.a AAT_norway_communist.1.a
		effect_tooltip = {
			SOV = {
				214 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Name List
Component: ALB
Source: game
File: common/names/00_names.txt

Code:
ALB = {
	male = {
		names = {
			Ahmet Ali Azem Bajram Behxhet Davud Ekrem Elez Enver Eqrem Esad Fatmir Fejzi Fiqri Gjergj Gjon Hasan Hashim Ibrahim Idhomene Iliaz Ishak Ismail Izet Kara Kastriot Koçi Köpryly Kostaq Lekë Maliq Marin Mehdi Musa Mustafa Pandeli Petro Qamil Qazim Ramush Rexhep Shefqet Skënder Sulejman Tewfik Theofan Turhan Vasil Veton Xhafer
		}
	}
	female = {
		names = {
			Gjylo Afërdita Blerta Bora Dafina Dardana Era Fatmire Flutura Gentiana Jehona Lindita Lule Luljeta Pranvera Shpresa Shqipe Teuta Venera Vera Vesa Yllka
		}
	}
	surnames = {
		Ahmeti al-Albani Bardha Bazna Bej Alizoti Bej Biçakçiu Bej Delvina Bej Frashëri Bej Libohova Bej Ndroque Bej Prishtina Bej Verlaci Bej Vrioni Bej Ypi Bej Zogu Belishi Burbank Bushati Buza Çabej Çeku Dine Dragoti Dukagiini Dushku Evangjeli Feza Hoxha Islami Kadare Koculi Konica Konushevci Kosturi Kota Logoreci Merlika-Kruja Mitrovica Mula Noli Pashë Përmeti Pashë Tepelena Pashë Toptani Poga Qemal Bej Shahini Skiroi Thaçi Troja Xoxe
	}
	callsigns = {

	}
}
### Entity: Scripted Effect
Component: EAI_construction_strategy_ENG
Constructs: has_war, limit, is_major, has_deployed_air_force_size
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies_deprecated.txt

Code:
EAI_construction_strategy_ENG = {
	if = {
		limit = {
			num_of_civilian_factories_available_for_projects = > 40
			any_enemy_country = {
				has_deployed_air_force_size = {
					size = > 200
					type = strategic_bomber
				}
			}
			is_major = yes
		}
		EAI_queue_AA = yes
	} {
		limit = {
			has_war = yes
		}
		EAI_queue_CFORT_BASES = yes
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_push_military_industries
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_push_military_industries
	icon = GFX_goal_generic_construct_mil_factory
	relative_position_id = ISR_the_five_mems
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = ISR_the_five_mems
	}
	completion_reward = {
		add_ideas = ISR_push_military_industries
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_integrate_lithuanian_rail_network
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_timed_idea, is_owned_by, add_building_construction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_integrate_lithuanian_rail_network
	icon = GFX_goal_generic_construct_infrastructure
	mutually_exclusive = {
		focus = LIT_expand_to_markets
	}
	relative_position_id = LIT_german_capital
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_german_capital
	}
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = LIT_german_rail_tt
		add_timed_idea = {
			idea = LIT_german_railworks_integrated
			days = 360
		}
		hidden_effect = {
			every_owned_state = {
				if = {
					limit = {
						any_neighbor_state = {
							is_owned_by = GER
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Doctrine
Component: tank_destroyer_force
Constructs: xp_cost, has_dlc
Source: game
File: common/doctrines/subdoctrines/land/armor_subdoctrines.txt

Code:
tank_destroyer_force = {
	track = armor
	name = SUBDOCTRINE_TANK_DESTROYER_FORCE
	description = SUBDOCTRINE_TANK_DESTROYER_FORCE_DESC
	icon = GFX_doctrine_tank_destroyer_force_medium
	xp_cost = 100
	xp_type = army
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	ai_will_do = {
		base = 0
	}
	category_all_armor = {
		defense = 0.1
		hard_attack = 0.1
		ap_attack = 0.1
	}
	rewards = {
		mobile_anti_tank = {
			mot_anti_tank_brigade = {
				max_organisation = 8
				hard_attack = 0.1
				ap_attack = 0.1
			}
		}
		committed_operational_units = {
			assault_engineer = {
				battalion_mult = {
					category = category_tank_destroyers
					reliability = 0.02
					soft_attack = 0.05
					hard_attack = 0.1
				}
			}
		}
		redeployment_priority = {
			category_tank_destroyers = {
				supply_consumption = -0.02
				default_morale = 0.1
			}
		}
		independent_counterattacks = {
			category_tank_destroyers = {
				max_organisation = 6
				initiative = 0.01
			}
		}
		selfsufficient_battalion = {
			armored_signal = {
				battalion_mult = {
					category = category_tank_destroyers
					hard_attack = 0.1
					ap_attack = 0.1
				}
			}
			category_tank_destroyer_regimental_support = {
				max_organisation = 5
				hard_attack = 0.1
				ap_attack = 0.1
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_albanian_occupation
Constructs: prerequisite, has_war, limit, completion_reward, create_wargoal, take_state_focus, annex_country, add_named_threat
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_albanian_occupation
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = ITA_potential_allies_in_the_balkans ITA_balkan_ambition
	}
	x = -12
	y = 1
	relative_position_id = ITA_potential_allies_in_the_balkans
	cost = 5
	available = {

	}
	bypass = {
		44 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				ALB = {
					has_war = no
				}
			}
			ALB = {
				country_event = {
					id = italy.3
					hours = 1
				}
			}
		}
		else = {
			create_wargoal = {
				type = take_state_focus
				target = ALB
				generator = {
					44
				}
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept_tt
			annex_country = {
				target = ALB
			}
			add_named_threat = {
				threat = 2
				name = ITA_albania_war_goal
			}
			if = {
				limit = {
					has_idea = vittorio_emanuele
				}
				swap_ideas = {
					remove_idea = vittorio_emanuele
					add_idea = vittorio_emanuele_king_of_albania
				}
			} {
				limit = {
					has_character = ITA_vittorio_emanuele_iii
				}
				ITA_vittorio_emanuele_iii = {
					add_country_leader_trait = king_of_albania
				}
			}
			else_if = {
				limit = {
					has_idea = vittorio_emanuele_emperor_of_ethiopia
				}
				swap_ideas = {
					remove_idea = vittorio_emanuele_emperor_of_ethiopia
					add_idea = vittorio_emanuele_albania_ethiopia
				}
			}
		}
	}
}
### Entity: Country History
Country: GEN
Component: GEN_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/GEN - Generalgouvernement.txt

Code:
# Misc for GEN
capital = 88
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 = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		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: Idea
Component: federalism_oa
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
federalism_oa = {
	picture = generic_democratic_drift_bonus
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		political_power_factor = -0.5
		production_factory_start_efficiency_factor = 0.15
		production_factory_max_efficiency_factor = 0.15
		production_factory_efficiency_gain_factor = 0.15
		surrender_limit = 0.13
		stability_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_ASW_DD_navy_production_strategy_4
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_ASW_DD_navy_production_strategy_4 = {
	enable = {
		has_country_flag = EAI_ASW_DD_navy_production_4
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_escort
		value = 6
	}
}
### Entity: Idea
Component: WUR_arg
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_arg = {
	ledger = army
	picture = generic_army_europe_4
	allowed = {
		original_tag = WUR
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: INS_fokker_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/INS_organization.txt

Code:
INS_fokker_organization = {
	include = generic_general_aircraft_organization
	icon = GFX_idea_fokker
	allowed = {
		original_tag = INS
		has_dlc = Arms Against Tyranny Thunder at Our Gates
	}
}
### Entity: Character
Component: army_chief_defensive_1
Constructs: army_defence_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_defensive_1 = {
	sprite = 9
	army_defence_factor = 0.05
	experience_gain_army = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_cannon
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_cannon
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = GRE_a_fleet_fit_for_the_aegean
	}
	x = -1
	y = 1
	relative_position_id = GRE_a_fleet_fit_for_the_aegean
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = GRE_the_cannon
				bonus = 1.0
				uses = 1
				category = bb_tech
			} {
				name = GRE_the_cannon
				bonus = 0.5
				uses = 3
				category = naval_equipment
			}
		}
		else = {
			navy_experience = 15
		}
	}
}
### Entity: State History
Component: 436
Constructs: add_to_array
Source: game
File: history/states/436-Jharkhand.txt

Code:
state = {
	id = 436
	name = STATE_436
	manpower = 17990937
	state_category = rural
	resources = {
		chromium = 4
		coal = 7
	}
	history = {
		owner = RAJ
		add_to_array = {
			state_victory_points = 4950
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			4950 5
		}
	}
	provinces = {
		1510 4883 4950 4953 7430 7497 7574 7619 8120 10030 10401 10801 10872 12375 12480 12781 12799 12854 10171
	}
	local_supplies = 0.0
}
### Entity: Faction
Component: faction_goal_the_red_tide
Constructs: limit, has_government, is_major, complete_effect, add_faction_power_projection, every_faction_member, check_variable, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_the_red_tide = {
	name = the_red_tide_goal_name
	description = the_red_tide_goal_desc
	category = long_term
	group = FOCUS_FILTER_ARMY_XP
	allowed = {

	}
	visible = {
		FROM = {
			is_major = yes
			has_government = communism
		}
	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION_NAME
			}
			manpower = yes
			size = > 3000000
		}
	}
	complete_effect = {
		add_faction_power_projection = 250
		custom_effect_tooltip = generic_skip_one_line_tt HAS_DEPLOYED_AT_LEAST_5M_MANPOWER
		every_faction_member = {
			limit = {
				check_variable = {
					deployed_army_manpower_k = > 500
				}
			}
			hidden_effect = {
				add_faction_initiative = 1
				add_faction_influence_ratio = 0.05
				IF = {
					limit = {
						NOT = {
							has_completed_goal = faction_goal_the_red_tide
						}
					}
					army_experience = 50
				}
			}
		}
		effect_tooltip = {
			add_faction_initiative = 1
			add_faction_influence_ratio = 0.05
			army_experience = 50
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Idea
Component: BRA_unwilling_subjects
Constructs: war_support_factor, army_attack_factor, conscription_factor
Source: game
File: common/ideas/brazil.txt

Code:
BRA_unwilling_subjects = {
	picture = bra_monarchist_uprising
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_factor = -0.1
		conscription_factor = -0.1
		army_attack_factor = -0.1
	}
}
### Entity: Idea
Component: idea_RAJ_PAK_british_anti_communist_investments
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_PAK_british_anti_communist_investments = {
	allowed = {
		original_tag = PAK
	}
	picture = RAJ_external_investments
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	modifier = {
		conscription = 0.05
		experience_gain_army = 0.3
		training_time_army_factor = -0.2
		production_speed_buildings_factor = 0.2
		global_building_slots = 2
	}
}
### Entity: Idea
Component: BEL_recovery_from_the_great_depression5
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_recovery_from_the_great_depression5 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = chi_hyper_inflation5
	modifier = {
		production_speed_buildings_factor = -0.04
		consumer_goods_factor = 0.06
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_local_bomber_production
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, has_mio_size, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_local_bomber_production
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = CHI_local_fighter_production
	}
	x = 0
	y = 1
	relative_position_id = CHI_local_fighter_production
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CHI_camco_fighter_organization = {
				has_mio_size = > 3
			}
		}
		else = {
			has_idea = CHI_camco_2
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = CHI_camco_bomber_organization
			mio:CHI_camco_bomber_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = CHI_camco_3
		}
	}
}
### Entity: Event
Component: DOD_hungary.3
Constructs: is_triggered_only
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.3
	title = DOD_hungary.3.t
	desc = DOD_hungary.3.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = DOD_hungary.3.a
		HUN = {
			country_event = {
				id = DOD_hungary.5
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/POL_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 25
	}
	location = 3532
	division_template = Dywizja Piechoty
	start_experience_factor = 0.2
}
### Entity: Event
Component: MUN_the_fall_of_the_republic.4
Constructs: is_triggered_only, ai_chance, limit, random_country, owns_state, fire_only_once, add_political_power, is_historical_focus_on
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_the_fall_of_the_republic.4
	title = MUN_the_fall_of_the_republic.4.t
	desc = MUN_the_fall_of_the_republic.4.d
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = MUN_the_fall_of_the_republic.4.a
		ai_chance = {
			base = 85
			modifier = {
				is_historical_focus_on = yes
				factor = 10
			}
		}
		set_global_flag = HUN_sent_rut_the_event_ultimatum_news_event_trigger_flag
		random_country = {
			limit = {
				owns_state = 73
				original_tag = RUT
			}
			country_event = {
				id = MUN_the_fall_of_the_republic.5
				days = 1
			}
		}
	} {
		name = MUN_the_fall_of_the_republic.4.b
		ai_chance = {
			base = 1
			modifier = {
				is_historical_focus_on = no
				factor = 2
			}
		}
		add_political_power = -25
	}
}
### Entity: On Action
Component: on_actions
Constructs: has_completed_focus, limit, random_country, add_ideas, remove_ideas, has_government, every_country, owns_state
Source: game
File: common/on_actions/06_bftb_on_actions.txt

Code:
on_actions = {
	on_capitulation = {
		effect = {
			if = {
				limit = {
					GRE = {
						has_country_flag = GRE_megali_idea_approved
					}
					original_tag = TUR
					has_war_with = GRE
				}
				GRE = {
					country_event = {
						id = bftb_greece.208
						days = 0
					}
				}
			}
		}
	}
	on_war = {
		effect = {
			if = {
				limit = {
					original_tag = GRE
					GRE = {
						has_idea = GRE_booming_tourism
					}
				}
				GRE = {
					remove_ideas = GRE_booming_tourism
				}
			}
		} {
			if = {
				limit = {
					original_tag = TUR
					TUR = {
						AND = {
							has_completed_focus = TUR_invite_german_officers_to_izmir
							NOT = {
								has_completed_focus = TUR_integrate_german_officers_into_the_army
							}
						}
						has_war_with = GER
						has_unit_leader = 75
					}
				}
				TUR = {
					remove_ideas = TUR_german_advisors
					GER_hans_von_luck = {
						set_nationality = GER
					}
				}
			} {
				limit = {
					original_tag = TUR
					TUR = {
						AND = {
							has_completed_focus = TUR_invite_german_officers_to_izmir
							NOT = {
								has_completed_focus = TUR_integrate_german_officers_into_the_army
							}
						}
						has_war_with = GER
						has_unit_leader = 76
					}
				}
				TUR = {
					GER_wilhelm_ritter_von_thoma = {
						set_nationality = GER
					}
				}
			} {
				limit = {
					original_tag = TUR
					TUR = {
						has_completed_focus = TUR_the_italo_turkish_naval_academy
						has_war_with = ITA
						has_unit_leader = 77
					}
				}
				TUR = {
					remove_ideas = TUR_the_antalya_naval_academy
					ITA_ferdinando_umberto_filippo_adalberto = {
						set_nationality = ITA
					}
				}
			} {
				limit = {
					original_tag = TUR
					TUR = {
						has_country_flag = TUR_the_chester_concession_flag
						has_war_with = USA
					}
				}
				TUR = {
					add_offsite_building = {
						type = industrial_complex
						level = -3
					}
				}
			}
		}
	}
	on_state_control_changed = {
		effect = {
			if = {
				limit = {
					FROM.FROM = {
						state = 341
					}
					ROOT = {
						has_country_flag = BOSPHORUS_STRAIT_BLOCKED_FOR_COUNTRY
					}
				}
				GRE = {
					clr_country_flag = BOSPHORUS_STRAIT_BLOCKED_FOR_COUNTRY
				}
				SOV = {
					clr_country_flag = BOSPHORUS_STRAIT_BLOCKED_FOR_COUNTRY
				}
			}
		} {
			if = {
				limit = {
					FROM = {
						original_tag = TUR
					}
					ROOT = {
				
# ... (truncated)
### Entity: Idea
Component: EAI_HARD/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Construct: license_infantry_eq_production_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_infantry_eq_production_speed_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: Military Industrial Organization
Component: PHI_almazor_motors_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_PHI_organization.txt

Code:
PHI_almazor_motors_organization = {
	name = Almazora Motor
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_generic_industrial_concern_2
	allowed = {
		original_tag = PHI
	}
	visible = {

	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		limit_to_equipment_type = {
			motorized_equipment mechanized_equipment motorized_rocket_equipment
		}
		equipment_bonus = {
			reliability = 0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}