Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Construct: army_attack_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_attack_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Idea
Component: EAI_DD_16/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.16
			instant = yes
		}
	}
}
### Entity: Country History
Country: FRA
Component: FRA_characters
Constructs: recruit_character
Source: game
File: history/countries/FRA - France.txt

Code:
# Leaders & Characters for FRA
recruit_character = FRA_philippe_petain FRA_maurice_thorez FRA_pierre_laval FRA_edouard_daladier FRA_jean_de_lattre_de_tassigny FRA_alphonse_juin FRA_maurice_gamelin FRA_maxime_weygand FRA_alphonse_georges FRA_antoinemariebenoit_besson FRA_charles_de_gaulle FRA_philippe_leclerc FRA_henri_giraud FRA_charles_huntziger FRA_gastonhenri_billotte FRA_henry_freydenberg FRA_rene_olry FRA_francois_darlan FRA_jeanmarie_charles_abrial FRA_jeanpierre_esteva FRA_jean_de_laborde FRA_jean_romatet FRA_emile_laure FRA_joseph_doumenc FRA_philippe_fequant FRA_victor_denain FRA_jean_marie_abrial FRA_jean_decoux FRA_jean_marie_bergeret FRA_marcel_gensoul FRA_martial_valin FRA_rene_emile_godfroy FRA_joseph_vuillemin FRA_henri_marie_auguste_bineau FRA_louis_kahn FRA_robert_odic FRA_jean_francois_jannekeyn FRA_emile_muselier FRA_alfred_heurtaux FRA_rene_prioux FRA_pierre_alombert_goget FRA_gaston_henry_haye FRA_georges_bonnet FRA_philippe_henriot FRA_paul_reynaud FRA_pierre_pucheu FRA_charles_tillon FRA_vincent_auriol FRA_rene_massigli FRA_charles_maurras FRA_zivony_peshkov FRA_roger_salengro FRA_leon_blum FRA_felix_gouin FRA_paul_baudouin FRA_maurice_gauche FRA_jacques_duclos FRA_marcel_bucard FRA_georges_valois FRA_marcel_deat FRA_irene_joliot_curie FRA_frederic_joliot_curie FRA_francois_hussenot FRA_louis_renault FRA_henri_edmond_fouche FRA_joseph_bethenod
### Entity: Unit Leader
Component: harsh_leader
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
harsh_leader = {
	type = land
	trait_type = personality_trait
	attack_skill = 1
	modifier = {
		army_morale_factor = -0.1
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_army_officers_3
			}
			factor = 0
		}
	}
	attack_skill_factor = 1
	logistics_skill_factor = 1
}
### Entity: National Focus
Tree: men_focus
Component: MEN_greater_mongolian_reunification
Constructs: prerequisite, has_war, limit, has_war_with, add_war_support, completion_reward, has_global_flag, has_army_manpower
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_greater_mongolian_reunification
	icon = GFX_goal_MON_greater_mongolia
	prerequisite = {
		focus = MEN_anti_japanese_stratagems
	}
	x = 0
	y = 1
	bypass = {

	}
	available = {
		NOT = {
			has_global_flag = form_greater_mongolia_flag
		}
		count_triggers = {
			amount = 5
			controls_state = 330 817 818 819 820 329 618 760 616 746 621 611 612 761 715 946
		}
	}
	relative_position_id = MEN_anti_japanese_stratagems
	cost = 10
	will_lead_to_war_with = MON
	ai_will_do = {
		base = 0
		modifier = {
			add = 100
			has_war = no
			has_army_manpower = {
				size = > 99999
			}
			MON = {
				OR = {
					is_in_faction = no
					has_war_with_major = yes
				}
			}
		}
	}
	completion_reward = {
		add_war_support = 0.1
		set_rule = {
			can_create_factions = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_controlled_state = {
			limit = {
				OR = {
					state = 621 746 616 946 715 761 819 817 330 820 818 760 618
				}
			}
			add_compliance = 25
			add_resistance = -15
		}
		if = {
			limit = {
				country_exists = MON
				NOT = {
					has_war_with = MON
					is_ally_with = MON
				}
			}
			create_wargoal = {
				target = MON
				type = annex_everything
				expire = 0
			}
		}
		effect_tooltip = {
			unlock_decision_tooltip = MON_unify_greater_mongolia
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: agrarian_nationalist
Source: game
File: common/country_leader/00_traits.txt

Code:
agrarian_nationalist = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	global_building_slots_factor = 0.1
	consumer_goods_factor = -0.1
}
### Entity: Scripted Effect
Component: indonesia_volksraad_allow_language_in_schools_effect
Constructs: clr_country_flag, set_country_flag, add_to_variable, add_autonomy_score
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_volksraad_allow_language_in_schools_effect = {
	clr_country_flag = INS_is_taking_volksraad
	set_country_flag = indonesia_volksraad_passed_1
	add_to_variable = {
		INS_volksraad_counter = 1
	}
	add_autonomy_score = {
		value = 100
		localization = INS_autonomy_indonesian_in_schools
	}
}
### Entity: Character
Component: ZIM_awt
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_awt = {
	advisor = {
		slot = theorist
		idea_token = ZIM_awt
		ledger = air
		allowed = {
			original_tag = ZIM
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Trigger Reference
Construct: num_of_controlled_states
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_controlled_states

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

```
check amount of controlled stats
```
### Entity: National Focus
Tree: aus_focus
Component: AUS_suburban_development_plan
Constructs: has_completed_focus, prerequisite, limit, completion_reward, check_variable, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_suburban_development_plan
	icon = GFX_goal_generic_road2
	relative_position_id = AUS_urban_industry_expansion
	x = 0
	y = 2
	prerequisite = {
		focus = AUS_urban_industry_expansion
	} {
		focus = AUS_fund_public_infrastructure
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 6
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				4
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				152
			}
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				1054
			}
			add_extra_state_shared_building_slots = 1
		}
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Event
Component: wtt_japan.32
Constructs: is_triggered_only, ai_chance, add_ideas
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.32
	title = wtt_japan.32.t
	desc = wtt_japan.32.desc
	picture = GFX_report_event_jap_imperial_family
	is_triggered_only = yes
	option = {
		name = wtt_japan.32.a
		ai_chance = {
			base = 10
		}
		add_ideas = MAN_exiled_imperial_family
	}
}
### Entity: Character
Component: YUN_liu_yaoyang
Source: game
File: common/characters/YUN.txt

Code:
YUN_liu_yaoyang = {
	name = YUN_liu_yaoyang
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_asia_generic_land_5.dds
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_5.dds
		}
	}
	advisor = {
		slot = army_chief
		idea_token = YUN_liu_yaoyang
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Modifier Reference
Construct: attrition_for_controller
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## attrition_for_controller

* Number with 1 decimal places
* **Categories**: army, defensive, aggressive
### Entity: Event
Component: mtg_news.15
Constructs: is_triggered_only, is_subject_of
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.15
	title = mtg_news.15.t
	desc = mtg_news.15.desc
	picture = GFX_news_event_eng_decolonization
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.15.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.15.b
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				is_subject_of = ENG
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_reinstate_imperial_possessions
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, has_full_control_of_state, has_capitulated, is_subject_of
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_reinstate_imperial_possessions
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = GER_schlieffen_once_more GER_bypass_maginot_in_the_south
	}
	available = {
		is_subject = no
		has_full_control_of_state = 28
		OR = {
			FRA = {
				has_capitulated = yes
			} {
				is_subject_of = GER
			}
			NOT = {
				any_country = {
					original_tag = FRA
					exists = yes
				}
			}
			owns_state = 28
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = GER_schlieffen_once_more
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_state_core = 28
		if = {
			limit = {
				NOT = {
					owns_state = 28
				}
			}
			transfer_state = 28
		} {
			limit = {
				FRA = {
					exists = yes
				}
			}
			FRA = {
				country_event = {
					id = wtt_germany.63
				}
			}
		}
		28 = {
			set_state_name = Elsass-Lothringen
		}
		set_province_name = {
			id = 9503
			name = Strassburg
		} {
			id = 678
			name = Mulhausen
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.81
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.81
	title = JUNO_brazil_events.81.t
	desc = JUNO_brazil_events.81.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.81.a
		ai_chance = {
			base = 2
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_prepare_german_line
Constructs: every_owned_state, prerequisite, limit, has_war_with, completion_reward, is_in_faction_with, is_owned_by, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_prepare_german_line
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = POL_demand_LIT POL_anti_germans_abroad
	}
	relative_position_id = POL_demand_LIT
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		NOT = {
			is_in_faction_with = GER
		}
	}
	bypass = {
		has_war_with = GER
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				controls_or_subject_of = yes
				any_neighbor_state = {
					is_owned_by = GER
				}
			}
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_chi_ger_trade_ns_2
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_chi_ger_trade_ns_2 = {
	name = GER_chi_ger_trade
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		has_war_with = GER
	}
	removal_cost = -1
	picture = GER_german_trade
	modifier = {
		local_resources_factor = 0.1
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.3
		extra_trade_to_target_factor = 0.15
	}
}
### Entity: Achievement
Component: congolese_belgium
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
congolese_belgium = {
	id = 220
	possible = {
		tag = COG
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		COG = {
			controls_state = 980 34 977 6
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_peg_the_peso_to_the_dollar
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_peg_the_peso_to_the_dollar
	icon = GFX_focus_PHI_uncouple_the_peso_and_dollar
	overlay = GFX_focus_fast_overlay_america
	prerequisite = {
		focus = PHI_align_with_the_usa PHI_align_with_japan
	}
	relative_position_id = PHI_align_with_the_usa
	mutually_exclusive = {
		focus = PHI_leverage_the_peso
	}
	x = -4
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			PHI_the_great_depression_political_power_gain = -0.1
			tooltip = political_power_gain_tt
		} {
			PHI_the_great_depression_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
		reduce_focus_completion_cost = {
			focus = PHI_national_defense_act
			cost = 70
		}
		hidden_effect = {
			PHI_usa_focus_done = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Component: GUAY_form_ties_with_the_military
Constructs: shared_focus, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_form_ties_with_the_military
	icon = GFX_focus_ITA_banda_carita
	mutually_exclusive = {
		focus = GUAY_disperse_military_power
	}
	x = 7
	y = 0
	relative_position_id = GUAY_disperse_military_power
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.05
		}
		army_experience = 25
		add_war_support = 0.03
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_expand_the_sabotage_division
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_expand_the_sabotage_division
	icon = GFX_goal_infantry_flames
	relative_position_id = EGY_masters_of_the_arab_world
	x = -2
	y = 1
	cost = 10
	allow_branch = {
		has_dlc = La Resistance
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = EGY_sever_the_ties EGY_solidify_british_ties
			}
		}
	}
	prerequisite = {
		focus = EGY_formalise_the_german_alliance EGY_masters_of_the_arab_world
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_brotherhood_sabotage_division
	}
}
### Entity: Idea
Component: QUE_border_manpower
Source: game
File: common/ideas/quebec.txt

Code:
QUE_border_manpower = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = chi_army_corruption2
	modifier = {
		weekly_manpower = 1000
	}
}
### Entity: Event
Component: argentina.7
Constructs: is_triggered_only, ai_chance, has_war_with, has_opinion
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.7
	title = argentina.7.t
	desc = argentina.7.d
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = argentina.7.help
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_war_with = ARG
					has_opinion = {
						target = ARG
						value = < -25
					}
				}
			}
		}
		ARG = {
			country_event = {
				days = 1
				id = argentina.12
			}
		}
	} {
		name = argentina.7.refuse
		ARG = {
			country_event = {
				days = 1
				id = argentina.9
			}
		}
	}
}
### Entity: Unit Leader
Component: logistics_wizard
Constructs: gain_xp, enable_ability
Source: game
File: common/unit_leader/00_traits.txt

Code:
logistics_wizard = {
	type = field_marshal
	gain_xp = {
		always = no
	}
	cost = 1000
	field_marshal_modifier = {
		supply_consumption_factor = -0.15
	}
	enable_ability = extra_suplies
	ai_will_do = {
		factor = 1
	}
	gui_row = 0
	trait_type = assignable_trait
	any_parent = {
		organizer
	}
}
### Entity: Character
Component: AUS_nazi_security_minister
Constructs: compliance_gain, democratic_drift, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_nazi_security_minister = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	compliance_gain = -0.1
	resistance_damage_to_garrison = -0.3
	resistance_growth = -0.25
	resistance_target = -0.3
	democratic_drift = -0.05
	communism_drift = -0.05
}
### Entity: Scripted Trigger
Component: EAI_has_correct_equipment_to_unlock_MARM_template
Constructs: limit, has_tech
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_has_correct_equipment_to_unlock_MARM_template = {
	if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		if = {
			limit = {
				original_tag = USA
			}
			has_tech = improved_medium_tank_chassis mechanised_infantry
		}
		else_if = {
			limit = {
				original_tag = SOV
			}
			has_tech = improved_medium_tank_chassis mechanised_infantry
		}
		else = {
			always = yes
		}
	}
	else = {
		always = yes
	}
}
### Entity: State History
Component: 879
Constructs: add_core_of
Source: game
File: history/states/879-Kaesong.txt

Code:
state = {
	id = 879
	name = Kaesong
	provinces = {
		848 1003 4107 7070 7155 7171 9981 10065 10083 11770 11915 12040
	}
	history = {
		owner = KPA
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			air_base = 1
			848 = {
				bunker = 2
			}
			9981 = {
				bunker = 2
			}
			12040 = {
				bunker = 2
			}
		}
		add_core_of = KOR KPA
	}
	manpower = 1640000
	state_category = town
	buildings_max_level_factor = 1.0
}
### Entity: Misc Config
Component: controllable_central_powers_border_states
Source: game
File: common/collections/collections.txt

Code:
controllable_central_powers_border_states = {
	input = constant:state_groups.central_powers_border_states
	name = COLLECTION_CENTRAL_POWERS_BORDER_STATES
}
### Entity: National Focus
Component: r56_RAJ_dream_of_akhand_hindustan
Constructs: prerequisite, limit, add_war_support, completion_reward, is_core_of, is_controlled_by, has_army_manpower, add_state_claim
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_dream_of_akhand_hindustan
	icon = GFX_goal_RAJ_dreams_of_ahand_hindustan
	x = 1
	y = 1
	prerequisite = {
		focus = r56_RAJ_militarized_hindutva
	}
	relative_position_id = r56_RAJ_militarized_hindutva
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		any_state = {
			is_core_of = ROOT
			is_controlled_by = ROOT
		}
		has_army_manpower = {
			size = > 300000
		}
	}
	completion_reward = {
		add_war_support = 0.15
		if = {
			limit = {
				PAK = {
					exists = yes
				}
			}
			add_state_claim = 443 444 445 440 442 787 430
		}
		add_state_claim = 415 267 323 1091 324 288 640 422 281
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAtomic_research.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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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Atomic_research.png"
### Entity: National Focus
Tree: per_focus
Component: PER_align_the_army
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_align_the_army
	icon = GFX_focus_generic_little_entente
	cost = 10
	prerequisite = {
		focus = PER_prime_minister_foroughi
	}
	x = 0
	y = 1
	relative_position_id = PER_prime_minister_foroughi
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = PER_align_the_army
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Modifier Reference
Construct: _drift
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_drift"></span><Ideology>_drift

* **Description**: Ideology drift.
* Number with 2 decimal places
* **Categories**: politics

* **Modified types**: communism, democratic, fascism, neutrality
### Entity: National Focus
Tree: tur_focus
Component: TUR_motion_with_four_signatures
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, has_country_leader, has_idea, is_historical_focus_on
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_motion_with_four_signatures
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = TUR_the_fight_for_popular_mandate
	}
	x = -1
	y = 1
	relative_position_id = TUR_the_fight_for_popular_mandate
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = TUR_ataturk_has_died_tt
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
				has_idea = TUR_mustafa_kemal_ataturk_figurehead
			}
		}
	}
	ai_will_do = {
		factor = 7
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = TUR_sectarianism
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism
				add_idea = TUR_sectarianism1
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_sectarianism1
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism1
				add_idea = TUR_sectarianism2
			}
		} {
			limit = {
				has_idea = TUR_sectarianism2
			}
			remove_ideas = TUR_sectarianism2
		} {
			limit = {
				has_idea = TUR_sectarianism_1
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism_1
				add_idea = TUR_sectarianism
			}
		} {
			limit = {
				has_idea = TUR_sectarianism_2
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism_2
				add_idea = TUR_sectarianism_1
			}
		}
		else = {
			add_stability = 0.075
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/VCW_uprising.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 1944
	division_template = División de Defensa Nacional
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
}