Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: irq_focus
Component: IRQ_conquer_persia
Constructs: prerequisite, completion_reward, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_conquer_persia
	icon = GFX_goal_PER_against_pahlavi_regime
	prerequisite = {
		focus = IRQ_Mawtini
	}
	mutually_exclusive = {
		focus = IRQ_ally_the_iranian_communists
	}
	relative_position_id = IRQ_Mawtini
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	available = {
		r56_script_i_am_sane = yes
		PER = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		PER = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = PER
			expire = 0
			generator = {
				413 421
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Unit Leader
Component: superior_tactician
Constructs: gain_xp, is_winning
Source: game
File: common/unit_leader/00_traits.txt

Code:
superior_tactician = {
	type = navy
	gain_xp = {
		is_winning = yes
	}
	cost = 500
	modifier = {
		positioning = 0.25
	}
	custom_gain_xp_trigger_tooltip = SUPERIOR_TACTICIAN_TRIGGER_TT
	slot = navy_chief
	specialist_advisor_trait = navy_chief_maneuver_1
	expert_advisor_trait = navy_chief_maneuver_2
	genius_advisor_trait = navy_chief_maneuver_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 6
	gui_column = 0
}
### Entity: Character
Component: ARM_ashot_sarkisov
Source: game
File: common/characters/ARM.txt

Code:
ARM_ashot_sarkisov = {
	name = ARM_ashot_sarkisov
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = ARM_ashot_sarkisov
		ledger = navy
		allowed = {
			original_tag = ARM
		}
		available = {

		}
		traits = {
			navy_anti_submarine_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ADVISOR_pickorder_JAP
Constructs: has_completed_focus, limit, has_government, has_country_flag, has_game_rule, set_temp_variable, check_variable, has_character
Source: game
File: common/scripted_triggers/EAI_COUNTRY_advisor_triggers.txt

Code:
EAI_ADVISOR_pickorder_JAP = {
	has_game_rule = {
		rule = JAP_ai_behavior
		option = DEFAULT
	}
	set_temp_variable = {
		RANK = 1
	} {
		RANK = 2
	} {
		RANK = 3
	} {
		RANK = 5
	} {
		RANK = 6
	} {
		RANK = 7
	} {
		RANK = 8
	} {
		RANK = 9
	} {
		RANK = 12
	} {
		RANK = 10
	} {
		RANK = 11
	} {
		rank = 4
	}
	if = {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = JAP_takahashi_korekiyo
			NOT = {
				has_country_flag = JAP_takahashi_korekiyo_was_killed
				has_idea = JAP_okinori_kaya
			}
		}
		OR = {
			AND = {
				JAP_takahashi_korekiyo = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = JAP_mitsumasa_yonai
			has_completed_focus = JAP_konoes_first_cabinet
		}
		OR = {
			AND = {
				JAP_mitsumasa_yonai = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = JAP_kenjiro_matsumoto
			NOT = {
				has_government = communism
			}
		}
		OR = {
			AND = {
				JAP_kenjiro_matsumoto = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = JAP_kanin_kotohito
		}
		OR = {
			AND = {
				JAP_kanin_kotohito = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = JAP_shigetaro_shimada
		}
		OR = {
			AND = {
				JAP_shigetaro_shimada = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = JAP_kenji_doihara
		}
		OR = {
			AND = {
				JAP_kenji_doihara = {
					is_hir
# ... (truncated)
### Entity: Scripted Trigger
Component: frloc_tags_noart_sg_fem_x_d_en_08b
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_noart_sg_fem_x_d_en_08b = {
	OR = {
		AND = {
			has_government = neutrality
			OR = {
				tag = ORO
				original_tag = ORO
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_fund_urban_areas
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_fund_urban_areas
	icon = GFX_goal_industrial_investment
	relative_position_id = ISR_ben_gurion_stays
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_ben_gurion_stays
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_aliyah
			add_idea = ISR_aliyah_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_JAP_pacific_war_INVASION
Constructs: has_war_with
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_pacific_war_INVASION = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_war_with = USA
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				has_war_with = USA
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = invade
		id = USA
		value = 3000
	} {
		type = invade
		id = ENG
		value = 3000
	} {
		type = invade
		id = MAL
		value = 3000
	} {
		type = invade
		id = PHI
		value = 3000
	} {
		type = invade
		id = AST
		value = 3000
	} {
		type = invade
		id = INS
		value = 3000
	}
}
### Entity: Country History
Country: SND
Component: SND_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SND - Shandong.txt

Code:
# Politics & Parties for SND
set_stability = 0.5
set_war_support = 0.4
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Event
Component: wuw_HUN_news_events.6
Constructs: is_triggered_only, has_government
Source: game
File: events/WUW_Hungary.txt

Code:
news_event = {
	id = wuw_HUN_news_events.6
	title = wuw_HUN_news_events.6.t
	desc = wuw_HUN_news_events.6.desc
	picture = GFX_news_event_royal_visit
	major = yes
	is_triggered_only = yes
	option = {
		name = wuw_HUN_news_events.6.a
		trigger = {
			TAG = HUN
		}
	} {
		name = wuw_HUN_news_events.6.b
		trigger = {
			NOT = {
				TAG = HUN
			}
			OR = {
				has_government = democratic communism fascism
			}
		}
	} {
		name = wuw_HUN_news_events.6.c
		trigger = {
			NOT = {
				TAG = HUN
			}
			has_government = neutrality
		}
	}
}
### Entity: Unit Template
Component: VEN_CL_HISTORICAL
Source: game
File: common/units/names_ships/VEN_ship_names.txt

Code:
VEN_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		VEN
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARV 
	fallback_name = Crucero Ligero %d
	unique = {
		Maracay Barquisimeto Valencia Petare Teques Puerto de la Cruz Cumana Maturín Sotavento Isla de Tortuga Pedregal
	}
}
### Entity: Event
Component: kmt.209
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.209
	title = kmt.209.t
	desc = kmt.209.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = kmt.209.a
		add_ideas = KMT_jinyuanquan_inflation
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Solidify_Control_over_the_Banks
Constructs: shared_focus, prerequisite, limit, add_war_support, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Solidify_Control_over_the_Banks
	icon = GFX_goal_generic_state_economy
	cost = 10
	prerequisite = {
		focus = RAJ_Protectionist_Tariffs
	} {
		focus = RAJ_Rural_Development
	}
	ai_will_do = {
		factor = 5
	}
	x = -2
	y = 3
	relative_position_id = RAJ_Establish_the_Planning_Commission
	completion_reward = {
		add_war_support = 0.05
		random_owned_controlled_state = {
			limit = {
				infrastructure = < 2
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				infrastructure = < 2
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: tsr_manchukuo.16
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.16
	title = tsr_manchukuo.16.t
	desc = tsr_manchukuo.16.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.16.a
		ai_chance = {
			base = 90
		}
		FROM = {
			country_event = {
				id = tsr_manchukuo.17
				hours = 2
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = RNG
					transfer_troops = yes
				}
			}
		}
	} {
		name = tsr_manchukuo.16.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = tsr_manchukuo.18
				hours = 2
			}
		}
	}
}
### Entity: Idea
Component: PAL_slight_military_power_idea
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_slight_military_power_idea = {
	picture = chi_army_corruption
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.05
		consumer_goods_factor = 0.06
		political_power_factor = 0.1
		experience_gain_army_factor = 0.05
		conscription_factor = 0.05
	}
}
### Entity: Character
Component: ETH_lij_johannes
Source: game
File: common/characters/ETH.txt

Code:
ETH_lij_johannes = {
	advisor = {
		slot = navy_chief
		idea_token = ETH_lij_johannes
		allowed = {
			original_tag = ETH
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = ETH_lij_johannes
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_3
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANaval_leader_rank_0.png.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
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Character
Component: CAN_adrien_arcand
Source: game
File: common/characters/CAN.txt

Code:
CAN_adrien_arcand = {
	name = CAN_adrien_arcand
	portraits = {
		civilian = {
			large = GFX_CAN_adrien_arcand
		}
	}
	country_leader = {
		ideology = nazism
		expire = 1965.1.1.1
		traits = {
			CAN_canadian_fuhrer
		}
		id = -1
	}
}
### Entity: Idea
Component: JAP_widespread_protests_and_sabotage_idea
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_widespread_protests_and_sabotage_idea = {
	picture = generic_communism_drift_bonus
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_factor = -0.15
		stability_factor = -0.15
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
	}
}
### Entity: Event
Component: rt56.rom_hun_invitation.2
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_hun_invitation.2
	title = rt56.rom_hun_invitation.2.t
	desc = rt56.rom_hun_invitation.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_hun_invitation.2.a
		add_political_power = 10
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_ethnic_collaboration
Constructs: shared_focus, prerequisite, add_stability, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_ethnic_collaboration
	icon = GFX_goal_generic_national_unity
	cost = 10
	prerequisite = {
		focus = TRK_connect_the_cities
	}
	relative_position_id = TRK_connect_the_cities
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		add_stability = 0.15
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_develop_greenland
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_develop_greenland
	icon = GFX_focus_DEN_develop_greenland
	prerequisite = {
		focus = DEN_connect_the_islands
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_connect_the_islands
	x = 0
	y = 3
	cost = 5
	bypass = {

	}
	available = {
		101 = {
			is_fully_controlled_by = ROOT
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				101 = {
					is_fully_controlled_by = ROOT
				}
			}
			101 = {
				add_extra_state_shared_building_slots = 1
				add_dynamic_modifier = {
					modifier = DEN_development_projects_state_modifier
				}
			}
		}
	}
}
### Entity: State History
Component: 1056
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1056-Amapa.txt

Code:
state = {
	id = 1056
	name = STATE_1056
	resources = {
		aluminium = 4.0
	}
	history = {
		owner = BRA
		add_core_of = BRA
		add_to_array = {
			state_victory_points = 4980
		}
		buildings = {
			infrastructure = 1
			4980 = {
				naval_base = 2
			}
		}
		victory_points = {
			4980 2
		}
	}
	provinces = {
		4980 13338
	}
	manpower = 264753
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_bell_trade_act
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, has_opinion, add_tech_bonus, random_owned_controlled_state
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_bell_trade_act
	icon = GFX_focus_PHI_bell_trade_act
	prerequisite = {
		focus = PHI_revision_of_taxation_laws
	} {
		focus = PHI_bill_of_rights_for_veterans
	} {
		focus = PHI_rehabilitation_finance_corporation
	} {
		focus = PHI_department_of_foreign_affairs
	}
	relative_position_id = PHI_revision_of_taxation_laws
	x = 3
	y = 1
	cost = 5
	available = {
		USA = {
			has_opinion = {
				target = ROOT
				value = > 29
			}
		}
	}
	bypass = {
		USA = {
			OR = {
				exists = no
				has_war_with = ROOT
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = PHI_bell_trade_act
			bonus = 0.5
			uses = 2
			category = industry
		} {
			name = PHI_bell_trade_act
			bonus = 0.5
			uses = 2
			category = excavation_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_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 = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_ideas = PHI_bell_trade_act_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: Character
Component: hard_working_politician
Constructs: guarantee_cost
Source: game
File: common/country_leader/r56_traits.txt

Code:
hard_working_politician = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	foreign_subversive_activites = -0.2
	drift_defence_factor = 0.1
	guarantee_cost = -0.15
}
### Entity: Scripted Effect
Component: SOV_set_appropriate_national_academy_of_sciences_flag_effect
Constructs: limit, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_set_appropriate_national_academy_of_sciences_flag_effect = {
	if = {
		limit = {
			FROM = {
				tag = BLR
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_BLR_flag
		}
	}
	else_if = {
		limit = {
			FROM = {
				tag = UKR
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_UKR_flag
		}
	} {
		limit = {
			FROM = {
				tag = KAZ
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_KAZ_flag
		}
	} {
		limit = {
			FROM = {
				tag = GEO
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_GEO_flag
		}
	} {
		limit = {
			FROM = {
				tag = ARM
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_ARM_flag
		}
	} {
		limit = {
			FROM = {
				tag = AZR
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_AZR_flag
		}
	} {
		limit = {
			FROM = {
				tag = UZB
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_UZB_flag
		}
	} {
		limit = {
			FROM = {
				tag = TMS
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_TMS_flag
		}
	} {
		limit = {
			FROM = {
				tag = KYR
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_KYR_flag
		}
	} {
		limit = {
			FROM = {
				tag = TAJ
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_TAJ_flag
		}
	} {
		limit = {
			FROM = {
				tag = TAN
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_TAN_flag
		}
	} {
		limit = {
			FROM = {
				tag = DON
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_DON_flag
		}
	} {
		limit = {
			FROM = {
				tag = KUB
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_KUB_flag
		}
	} {
		limit = {
			FROM = {
				tag = EST
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_EST_flag
		}
	} {
		limit = {
			FROM = {
				tag = LAT
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_LAT_flag
		}
	} {
		limit = {
			FROM = {
				tag = LIT
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_LIT_flag
		}
	} {
		limit = {
			FROM = {
				tag = POL
			}
		}
		ROOT = {
			set_country_flag = SOV_national_academy_of_sciences_built_POL_f
# ... (truncated)
### Entity: Modifier Reference
Component: SWI_heer_und_haus_mod
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_heer_und_haus_mod = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SWI_spiritual_resistance
	resistance_activity = 0.3
	resistance_growth = 0.2
	resistance_decay = -0.3
}
### Entity: Event
Component: wtt_infiltration.610
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.610
	title = wtt_infiltration.21.t
	desc = wtt_infiltration.21.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.21.a
	}
}
### Entity: Name List
Component: RNG
Source: game
File: common/names/00_names.txt

Code:
RNG = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Li Bao Mulan Lanfen Mingzhu Qingling Mei Yingtai Feng Zhi Ruo Fei Ru Shi Yuying Yuantong Yanxiang Xiurong Shouying Fuyuan Luzhen Ruirong Suzhen Xiaoying Xiaoyuan Xiaoji Xiaolou
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: Scripted Effect
Component: TUR_placate_fundamentalist_state_random_target_effect
Constructs: limit, random_owned_state, has_dynamic_modifier, save_event_target_as, remove_dynamic_modifier, add_dynamic_modifier, is_core_of, add_core_of
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_placate_fundamentalist_state_random_target_effect = {
	custom_effect_tooltip = TUR_placate_fundamentalist_state_effect_tt
	hidden_effect = {
		random_owned_state = {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			}
			save_event_target_as = TUR_fundamentalist_state
		}
		event_target:TUR_fundamentalist_state = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_opposition
				}
				add_dynamic_modifier = {
					modifier = islamists_placated
				}
			} {
				limit = {
					event_target:TUR_fundamentalist_state = {
						NOT = {
							is_core_of = TUR
						}
					}
				}
				event_target:TUR_fundamentalist_state = {
					add_core_of = TUR
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_sedition
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_sedition
				}
				add_dynamic_modifier = {
					modifier = islamists_placated
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = islamist_insurgency
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_insurgency
				}
				add_dynamic_modifier = {
					modifier = islamists_placated
				}
			}
		}
	}
}
### Entity: Idea
Component: COG_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/congo.txt

Code:
COG_democratic_guy = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = COG
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_cruisers_experiments
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_cruisers_experiments
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = IRQ_improve_army_logistics
	}
	relative_position_id = IRQ_improve_army_logistics
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = maintenance_company_tech_name
			bonus = 2
			uses = 1
			category = maintenance_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: bftb_bulgaria_fate_of_the_balkans.2
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_fate_of_the_balkans.2
	title = bftb_bulgaria_fate_of_the_balkans.2.t
	desc = bftb_bulgaria_fate_of_the_balkans.2.desc
	picture = GFX_report_event_bul_boris_military
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_fate_of_the_balkans.2.a
		add_to_faction = FROM
		FROM = {
			BUL_remove_balkan_opinion_modifiers = yes
		}
	}
}