Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: new_ger.7
Constructs: is_triggered_only, division_template, add_stability, remove_country_leader_trait
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.7
	title = new_ger.7.t
	desc = new_ger.7.d
	picture = GFX_report_event_german_reichstag_bombed
	is_triggered_only = yes
	option = {
		name = new_ger.7.a
		delete_unit_template_and_units = {
			division_template = Landsturmregiment
		} {
			division_template = Arbeiterdivision
		} {
			division_template = Katholische Division
		} {
			division_template = Infantry Division
		} {
			division_template = Division d'Infanterie
		} {
			division_template = Strelkovaya Diviziya
		} {
			division_template = SS-Sturmbrigade
		} {
			division_template = SAPD Militia
		}
		add_stability = -0.1
		remove_country_leader_trait = desperate_gambit
	}
}
### Entity: Idea
Component: idea_RAJ_the_peoples_liberation_army
Constructs: removal_cost, initiative_factor
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_the_peoples_liberation_army = {
	allowed = {
		original_tag = RAJ
	}
	picture = generic_communist_army
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	modifier = {
		army_strength_factor = 0.1
		army_org_regain = 0.1
		initiative_factor = 0.05
		conscription = 0.01
	}
}
### Entity: Order of Battle
Component: Su Lian Yuan Bing
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/PRC_sov_antisik_reinforcement.txt

Code:
division = {
	name = Su Lian Yuan Bing
	location = 12356
	division_template = Su Lian Zhi Yuan Jun
	start_experience_factor = 0.1
	start_equipment_factor = 1
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = SOV
		}
	}
}
### Entity: Order of Battle
Component: Antalya Dag Tugayi
Constructs: division_template, is_name_ordered
Source: game
File: history/units/TUR_1939.txt

Code:
division = {
	name = Antalya Dag Tugayi
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 947
	division_template = Dag Tugayi
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Idea
Component: GER_himmler_reichsfuhrer_ss
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_himmler_reichsfuhrer_ss = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.3
		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.04
		subversive_activites_upkeep = -0.25
		operative_slot = 1
		intelligence_agency_defense = 0.2
		intel_from_combat_factor = 0.25
		resistance_growth = -0.15
		compliance_growth = -0.1
		special_forces_cap = 0.05
	}
}
### Entity: Trigger Reference
Construct: any_occupied_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_occupied_country

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if any any occupied meets the trigger. tooltip=key can be defined to override title
```
### Entity: Idea
Component: SPR_anarchist_society_8
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_8 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: Modifier Reference
Construct: license_purchase_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_purchase_cost

* Number with 0 decimal places
* **Categories**: country
### Entity: Idea
Component: KMT_rising_democracy_2
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_rising_democracy_2 = {
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.125
		industrial_capacity_factory = 0.01
	}
}
### Entity: Event
Component: liechtenstein.1
Constructs: ai_chance, has_completed_focus, limit, fire_only_once, has_country_leader, has_idea, retire_character, set_country_flag
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.1
	picture = GFX_report_event_LIE_franz_i
	title = liechtenstein.1.t
	desc = liechtenstein.1.d
	fire_only_once = yes
	trigger = {
		original_tag = LIE
		date = > 1938.7.25
		OR = {
			has_country_leader = {
				character = LIE_franz_i
			}
			has_idea = LIE_franz_i
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	immediate = {
		hidden_effect = {
			retire_character = LIE_franz_i
		}
	}
	option = {
		name = liechtenstein.1.a
		ai_chance = {
			base = 10
		}
		set_country_flag = LIE_franz_i_dead
		if = {
			limit = {
				has_idea = LIE_franz_i
			}
			swap_ideas = {
				remove_idea = LIE_franz_i
				add_idea = LIE_franz_ii
			}
		} {
			limit = {
				has_completed_focus = LIE_prince_no_more
			}
			add_country_leader_role = {
				character = LIE_franz_ii
				promote_leader = yes
				country_leader = {
					ideology = absolute_monarchism
					expire = 1965.1.1.1
					traits = {
						party_appeaser rather_not_a_king
					}
				}
			}
		}
		else = {
			add_country_leader_role = {
				character = LIE_franz_ii
				promote_leader = yes
				country_leader = {
					ideology = absolute_monarchism
					expire = 1965.1.1.1
					traits = {
						party_appeaser
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_Small_Navy
Constructs: prerequisite, completion_reward, is_coastal, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_Small_Navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = ISR_form_the_israeli_navy
	}
	mutually_exclusive = {
		focus = ISR_Sea_Dominance
	}
	x = -1
	y = 1
	relative_position_id = ISR_form_the_israeli_navy
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_mastery_bonus = {
			name = flexible_navy
			bonus = 0.2
			days = 180
			grand_doctrine = new_convoy_raiding
		}
		add_doctrine_cost_reduction = {
			name = GER_trade_interdiction
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: DOD_romania.41
Constructs: is_triggered_only
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.41
	title = DOD_romania.41.t
	desc = DOD_romania.41.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = DOD_romania.41.a
		puppet = BUL
		hidden_effect = {
			news_event = {
				id = news.318
				days = 1
			}
		}
	}
}
### Entity: Character
Component: QHM_ma_lin
Source: game
File: common/characters/XSM.txt

Code:
QHM_ma_lin = {
	name = QHM_ma_lin
	portraits = {
		civilian = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_2.dds
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			silent_workhorse
		}
		expire = 1941.1.1.12
		id = -1
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, is_buildable, maximum_speed, build_cost_ic
Source: game
File: common/units/equipment/infantry.txt

Code:
equipments = {
	infantry_equipment = {
		year = 1936
		is_archetype = yes
		picture = archetype_infantry_equipment
		is_buildable = no
		type = infantry
		group_by = archetype
		interface_category = interface_category_land
		active = yes
		reliability = 0.9
		maximum_speed = 4
		defense = 20
		breakthrough = 2
		hardness = 0
		armor_value = 0
		soft_attack = 3
		hard_attack = 0.5
		ap_attack = 1
		air_attack = 0
		lend_lease_cost = 1
		build_cost_ic = 0.43
		resources = {
			steel = 2
		}
	}
	infantry_equipment_0 = {
		year = 1918
		archetype = infantry_equipment
		active = yes
		priority = 5
		visual_level = 0
	}
	infantry_equipment_1 = {
		year = 1936
		archetype = infantry_equipment
		parent = infantry_equipment_0
		priority = 10
		visual_level = 1
		defense = 22
		breakthrough = 3
		soft_attack = 6
		hard_attack = 1
		ap_attack = 4
		air_attack = 0
		build_cost_ic = 0.5
	}
	infantry_equipment_2 = {
		year = 1939
		archetype = infantry_equipment
		parent = infantry_equipment_1
		priority = 10
		visual_level = 2
		defense = 28
		breakthrough = 4
		soft_attack = 9
		hard_attack = 1.5
		ap_attack = 5
		air_attack = 0
		build_cost_ic = 0.58
		resources = {
			steel = 3
		}
	}
	infantry_equipment_3 = {
		year = 1942
		archetype = infantry_equipment
		parent = infantry_equipment_2
		priority = 10
		visual_level = 3
		defense = 34
		breakthrough = 5
		soft_attack = 12
		hard_attack = 2
		ap_attack = 10
		air_attack = 0
		reliability = 0.8
		build_cost_ic = 0.69
		resources = {
			steel = 4
		}
	}
}
### Entity: Trigger Reference
Construct: COMBATANT
Constructs: COMBATANT, has_artillery_ratio, has_carrier_airwings_in_own_combat, has_carrier_airwings_on_mission, has_cavalry_ratio, has_combat_modifier, has_flanked_opponent, has_max_planning
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## Triggers for scope COMBATANT

* [armor](#armor)
* [attack_skill_level](#attack_skill_level)
* [average_stats](#average_stats)
* [can_select_trait](#can_select_trait)
* [defense_skill_level](#defense_skill_level)
* [dig_in](#dig_in)
* [fastest_unit](#fastest_unit)
* [frontage_full](#frontage_full)
* [hardness](#hardness)
* [has_artillery_ratio](#has_artillery_ratio)
* [has_carrier_airwings_in_own_combat](#has_carrier_airwings_in_own_combat)
* [has_carrier_airwings_on_mission](#has_carrier_airwings_on_mission)
* [has_cavalry_ratio](#has_cavalry_ratio)
* [has_combat_modifier](#has_combat_modifier)
* [has_flanked_opponent](#has_flanked_opponent)
* [has_max_planning](#has_max_planning)
* [has_reserves](#has_reserves)
* [has_trait](#has_trait)
* [has_unit_type](#has_unit_type)
* [hidden_trigger](#hidden_trigger)
* [is_amphibious_invasion](#is_amphibious_invasion)
* [is_attacker](#is_attacker)
* [is_border_war](#is_border_war)
* [is_defender](#is_defender)
* [is_fighting_air_units](#is_fighting_air_units)
* [is_fighting_in_terrain](#is_fighting_in_terrain)
* [is_fighting_in_weather](#is_fighting_in_weather)
* [is_leading_volunteer_group](#is_leading_volunteer_group)
* [is_leading_volunteer_group_with_original_country](#is_leading_volunteer_group_with_original_country)
* [is_winning](#is_winning)
* [less_combat_width_than_opponent](#less_combat_width_than_opponent)
* [logistics_skill_level](#logistics_skill_level)
* [meta_trigger](#meta_trigger)
* [min_planning](#min_planning)
* [night](#night)
* [phase](#phase)
* [planning_skill_level](#planning_skill_level)
* [province_vp](#province_vp)
* [recon_advantage](#recon_advantage)
* [reserves](#reserves)
* [skill](#skill)
* [skill_advantage](#skill_advantage)
* [tag](#tag)
* [temperature](#temperature)
### Entity: Raid
Component: CHI_hakko_ichiu_bombing
Constructs: has_completed_focus, limit, has_government, has_war_with, add_war_support, has_country_flag, fire_only_once, has_dlc
Source: game
File: common/raids/air_raids_custom.txt

Code:
CHI_hakko_ichiu_bombing = {
	days_to_prepare = 30
	category = air_raids
	custom_map_icon = GFX_raid_type_icon_other_raid
	ai_will_do = {
		base = 5
	}
	command_power = 15
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	fire_only_once = yes
	visible = {
		has_completed_focus = CHI_bring_the_war_home
	}
	show_target = {
		has_war_with = JAP
		1018 = {
			is_owned_and_controlled_by = JAP
		}
	}
	available = {

	}
	target_type = {
		building = {
			type = landmark_hakko_ichiu
		}
	}
	target_icon = GFX_hakko_ichiu_monument_icon
	launch_sound = raid_launch_air
	arrow = {
		type = air
	}
	unit_requirements = {
		equipment = {
			type = {
				strategic_bomber
			}
			amount = {
				min = 75
			}
		}
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.7
			experience = {
				weight = 0.05
				start_weight = -0.05
				reference = 1.0
			}
			air_agility = {
				reference = 100.0
				weight = 0.05
				start_weight = -0.05
			}
			reliability = {
				reference = 1
				weight = 0.05
				start_weight = -0.1
			}
			air_defence = {
				reference = 100
				weight = 0.05
				start_weight = -0.05
			}
			air_superiority = {
				reference = 1
				weight = 0.1
				start_weight = -0.1
			}
			anti_air = {
				reference = 5
				weight = -0.1
			}
			interception = {
				reference = 500
				weight = -0.2
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
		critical = {
			base = 0.1
		}
	}
	success_levels = {
		failure = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						type = landmark_hakko_ichiu
						damage = 0.05
						province = var:ROOT.target_province
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 65
				}
				raid_add_unit_experience = 0.05
				var:actor_country = {
					add_war_support = -0.05
				}
			}
			visual_effect = {
				entity = raid_failed_entity
				animation = attack
			}
		}
		limited_success = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						type = landmark_hakko_ichiu
						damage = 0.15
						province = var:ROOT.target_province
						repair_speed_modifier = -0.05
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 50
				}
				raid_add_unit_experience = 0.1
				var:actor_country = {
					add_war_support = 0.02
					IF = {
						limit = {
		
# ... (truncated)
### Entity: Character
Component: NGR_nt
Source: game
File: common/characters/NGR.txt

Code:
NGR_nt = {
	advisor = {
		slot = theorist
		idea_token = NGR_nt
		ledger = navy
		allowed = {
			original_tag = NGR
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Modifier Reference
Construct: enemy_army_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_army_speed_factor

* Number with 2 decimal places
* **Categories**: state, army
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_military_police_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_military_police_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Country History
Country: CAT
Component: CAT_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/CAT - Catalonia.txt

Code:
# Leaders & Characters for CAT
recruit_character = CAT_lluis_companys
create_country_leader = {
	name = Andreu Nin i Pérez
	picture = GFX_portrait_Andreu_Nin_i_Perez
	expire = 1965.1.1
	ideology = marxism
}
{
	name = Daniel Cardona i Civit
	picture = GFX_portrait_Daniel_Cardona_i_Civit
	expire = 1965.1.1
	ideology = fascism_ideology
}
{
	name = Francesc Cambó i Batlle
	picture = GFX_portrait_Francesc_Cambo_i_Batlle
	expire = 1965.1.1
	ideology = centrism
}
### Entity: National Focus
Tree: hon_focus
Component: HON_take_nicaragua
Constructs: prerequisite, has_war, remove_ideas, completion_reward, is_subject, clr_country_flag
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_take_nicaragua
	icon = GFX_goal_generic_attack_nicaragua
	prerequisite = {
		focus = HON_corporate_consolidation
	}
	relative_position_id = HON_corporate_consolidation
	x = 0
	y = 1
	will_lead_to_war_with = NIC
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			strength_ratio = {
				tag = NIC
				ratio = > 1.5
			}
		} {
			factor = 0.1
			has_war = yes
		}
	}
	available = {
		r56_script_i_am_sane = yes
		NIC = {
			r56_script_target_is_sane = yes
		}
		is_subject = no
	}
	bypass = {
		NIC = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		NIC = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		} {
			country_event = {
				id = hon.7
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.31
Constructs: is_triggered_only, ai_chance, set_variable, add_to_variable
Source: game
File: events/BBA_Italy.txt

Code:
unit_leader_event = {
	id = BBA_italy_missiolinis.31
	title = BBA_italy_missiolinis.31.t
	desc = BBA_italy_missiolinis.31.desc
	picture = GFX_report_event_generic_mussolini
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_cd_ready = yes
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_initialize_new_mission_effect = yes
			set_variable = {
				ITA_missiolinis_required_civs = ROOT.num_of_civilian_factories
			}
			add_to_variable = {
				ITA_missiolinis_required_civs = ITA_missiolinis_number_of_civs_goal
			} {
				ITA_missiolinis_required_civs = -1
			}
		}
	}
	option = {
		name = BBA_italy_missiolinis.31.a
		ai_chance = {
			base = 10
		}
		activate_mission = ITA_missiolini_strengthen_heavy_industry
	}
}
### Entity: Order of Battle
Component: air_wing_524
Source: game
File: history/units/JAP_1936_air_bba.txt

Code:
air_wings = {
	524 = {
		cv_small_plane_airframe_0 = {
			owner = JAP
			amount = 72
			version_name = A4N
		}
		cv_small_plane_naval_bomber_airframe_0 = {
			owner = JAP
			amount = 60
			version_name = B2M
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_socialist_block
Constructs: prerequisite, is_major, completion_reward, is_in_faction, has_capitulated, is_subject, has_army_manpower, set_rule
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_socialist_block
	icon = GFX_focus_propaganda_soviet
	prerequisite = {
		focus = HON_liberate_salvador
	} {
		focus = HON_liberate_costarica
	}
	mutually_exclusive = {
		focus = HON_join_soviets
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	relative_position_id = HON_land_reform
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			is_major = yes
		}
	}
	x = -1
	y = 1
	cost = 5
	available = {
		NOT = {
			is_in_faction = yes
			has_capitulated = yes
			is_subject = yes
		}
		has_army_manpower = {
			size = > 100000
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_generic_dominance
			name = HON_socialist_bloc_faction
			icon = GFX_faction_logo_generic_14
		}
	}
}
### Entity: Idea
Component: ROM_ford
Constructs: has_country_flag, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/romania.txt

Code:
ROM_ford = {
	picture = ford_motor_company
	cost = 75
	allowed = {
		original_TAG = ROM
		has_dlc = Death or Dishonor
	}
	available = {
		has_country_flag = USA_mot_chosen
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.05
		}
		mechanized_equipment = {
			build_cost_ic = -0.05
		}
	}
	modifier = {

	}
}
### Entity: State History
Component: 1089
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1089-Niue.txt

Code:
state = {
	id = 1089
	name = STATE_1089
	manpower = 4104
	state_category = small_island
	history = {
		add_core_of = NIU
		owner = NZL
		add_to_array = {
			state_victory_points = 13463
		}
		victory_points = {
			13463 1
		}
		buildings = {
			infrastructure = 1
			13463 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13463
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: ai_focus_aviation_COG
Source: game
File: common/ai_focuses/COG.txt

Code:
ai_focus_aviation_COG = {
	research = {
		air_doctrine = 50.0
		light_air = 20.0
		light_fighter = 4.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 20.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_agricola
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_agricola
	icon = GFX_focus_research
	prerequisite = {
		focus = HON_banana_boats
	}
	relative_position_id = HON_banana_boats
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	bypass = {
		amount_research_slots = > 5
	}
	available = {
		amount_research_slots = < 6
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 958
Constructs: add_claim_by, add_core_of
Source: game
File: history/states/958-Abkhazia.txt

Code:
state = {
	id = 958
	name = Abkhazia
	provinces = {
		11599 11617 11647
	}
	history = {
		owner = ABK
		victory_points = {
			11617 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			arms_factory = 1
			11617 = {
				naval_base = 1
				coastal_bunker = 1
			}
		}
		add_claim_by = SOV
		add_core_of = GEO ABK
	}
	manpower = 420000
	state_category = rural
	buildings_max_level_factor = 1.0
}
### Entity: Idea
Component: TUR_kemalist_army_officers_minimal_power_neutral
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_minimal_power_neutral = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_army_officers_minimal_power_neutral
	removal_cost = -1
	modifier = {
		planning_speed = 0.05
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_ogme
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, random_owned_state, is_controlled_by
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_ogme
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_instituto_superior_tecnico
	}
	icon = GFX_goal_generic_build_airforce
	x = -1
	y = 1
	relative_position_id = POR_instituto_superior_tecnico
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 112
			}
			112 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = POR_ogme_organization
			mio:POR_ogme_organization = {
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = ogme
		}
	}
}
### Entity: AI Strategy
Component: ROM_do_not_build_in_dobrudja
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_do_not_build_in_dobrudja = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		date = < 1942.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = factory_build_score_factor
		target = 77
		value = -100
	}
}
### Entity: AI Strategy
Component: GER_norway_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_norway_ally = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_completed_focus = GER_utilize_the_nordliche_gesellschaft
		country_exists = NOR
	}
	abort = {
		NOT = {
			country_exists = NOR
		}
	}
	ai_strategy = {
		type = befriend
		id = NOR
		value = 100
	} {
		type = alliance
		id = NOR
		value = 100
	}
}