Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_self_sealing_fuel_tanks_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_self_sealing_fuel_tanks_MODULE_FOCUS = {
	OR = {
		EAI_MARITIME_military_focus = yes
		EAI_CAS_military_focus = yes
		EAI_TAC_military_focus = yes
		EAI_STR_military_focus = yes
		EAI_NAV_military_focus = yes
		EAI_CV_tech_focus = yes
		AND = {
			OR = {
				EAI_FTR_tech_focus = yes
				EAI_HFTR_tech_focus = yes
			} {
				check_variable = {
					EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_B
				} {
					EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_D
				} {
					EAI_fighter_variant = global.EAI_FIGHTER_VARIANT_E
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Human Slave of Death
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Human Slave of Death
	location = 12768
	division_template = Human Slave
	start_experience_factor = 0.3
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_crown_an_inca
Constructs: prerequisite, completion_reward, set_politics, set_country_flag, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_crown_an_inca
	prerequisite = {
		focus = PRU_the_inca_congress
	}
	mutually_exclusive = {
		focus = PRU_strengthen_nationalist_rhetoric
	} {
		focus = PRU_red_pachamama
	}
	icon = GFX_goal_PRU_legacy_inca
	relative_position_id = PRU_look_to_the_past
	x = 8
	y = 6
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PRU_saturnino_huillca
		hidden_effect = {
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			set_country_flag = PRU_no_inca_peru_bolivia
		} {
			news_event = {
				id = r56.news_event.inc
				hours = 6
			}
			country_event = {
				hours = 4
				id = peru.49
			}
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		swap_ideas = {
			remove_idea = PRU_inca_army
			add_idea = PRU_inca_army_1
		}
		set_cosmetic_tag = INC
		set_party_name = {
			ideology = neutrality
			long_name = Royal Panaca
			name = Royal Panaca
		} {
			ideology = communism
			long_name = Tupac Amaru Union
			name = Tupac Amaru Union
		} {
			ideology = fascism
			long_name = Etnocacerism Party
			name = Etnocarism Party
		} {
			ideology = democratic
			long_name = New tahuantinsuyo Party
			name = New tahuantinsuyo Party
		}
		add_country_leader_role = {
			character = PRU_bustamante_y_rivero
			promote_leader = yes
			country_leader = {
				ideology = absolute_monarchism
				expire = 1965.1.1.1
				traits = {
					r56_trait_opposed_to_communism son_of_the_sun
				}
			}
		} {
			character = PRU_arturo_peralta
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1965.1.1.1
				traits = {
					son_of_the_sun protector_of_the_campesinos
				}
			}
		} {
			character = PRU_saturnino_huillca_leader
			promote_leader = yes
			country_leader = {
				ideology = ultranationalism
				expire = 1965.1.1.1
				traits = {
					JUNO_military_sapa_inca
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Technology
Component: basic_decryption
Constructs: allow_branch, has_dlc, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	decryption = 1
	allow_branch = {
		NOT = {
			has_dlc = La Resistance
		}
	}
	research_cost = 1.5
	start_year = 1938
	folder = {
		name = electronics_folder
		position = {
			x = @decryption_x
			y = 6
		}
	}
	ai_will_do = {
		factor = 1.5
		modifier = {
			num_of_military_factories = < 50
			factor = 1.5
		} {
			factor = 3
			tag = GER
		} {
			factor = 3
			tag = SOV
		}
	}
	categories = {
		electronics decryption_tech
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_fortet_gotland
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_fortet_gotland
	icon = GFX_goal_operation_sealion
	prerequisite = {
		focus = SWE_king_gustafs_government
	}
	relative_position_id = SWE_king_gustafs_government
	x = -1
	y = 2
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		124 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 408
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 6258
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_rally_the_industrialists
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_political_power, set_temp_variable, has_dlc, swap_ideas
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_rally_the_industrialists
	icon = GFX_focus_GER_rally_the_industrialists
	prerequisite = {
		focus = GER_optimize_reich_labour_service
	} {
		focus = GER_party_chancellor_hess
	}
	text_icon = GER_inner_circle_focus_style
	x = -1
	y = 1
	relative_position_id = GER_optimize_reich_labour_service
	cost = @inner_circle_time_tier_2
	available = {
		if = {
			limit = {
				has_country_flag = GER_rally_the_industrialists_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_2
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_rudolf_hess
					FLAG_DAYS = [?GER_rally_the_industrialists_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_rudolf_hess
					FOCUS = GER_party_chancellor_hess
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt GER_rally_the_industrialists_hess_stays_tt
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			swap_ideas = {
				remove_idea = GER_hess_party_chancellor
				add_idea = GER_hess_party_chancellor_improved
			}
		}
		else = {
			swap_ideas = {
				remove_idea = GER_hess_party_chancellor
				add_idea = GER_hess_party_chancellor_improved_no_aat
			}
		}
	}
}
### Entity: Character
Component: air_chief_safety_2
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_safety_2 = {
	sprite = 1
	air_accidents_factor = -0.1
	experience_gain_air = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_a_communist_alternative
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, add_political_power, is_puppet, is_faction_leader
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_a_communist_alternative
	icon = GFX_goal_support_fourth_int
	prerequisite = {
		focus = NOR_support_radical_socialism
	}
	mutually_exclusive = {
		focus = NOR_join_comintern
	}
	relative_position_id = NOR_support_radical_socialism
	x = 2
	y = 1
	cost = 5
	available = {
		is_puppet = no
		has_government = communism
	}
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					NOT = {
						original_tag = SOV
					} {
						has_war_with = ROOT
					}
					is_faction_leader = yes
					has_government = communism
				}
			}
			r56_other_faction_invite_communism_NOT_SOV = yes
			set_rule = {
				can_create_factions = yes
			}
		}
		else = {
			add_political_power = 150
			add_command_power = 50
			set_rule = {
				can_create_factions = yes
			}
		}
	}
}
### Entity: Modding Documentation
Construct: ai_attitude_threatened_weight
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_attitude_threatened_weight
* description: weight for an ai attitude attitude_threatenedagainst country. Example: GER.ai_attitude_threatened_weight@ENG
### Entity: Unit Template
Component: MAL_INF_04
Source: game
File: common/units/names_divisions/MAL_names_divisions.txt

Code:
MAL_INF_04 = {
	name = Royal Artillery Regiment
	for_countries = {
		MAL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d Rejimen Artileri Diraja
	ordered = {
		1 = {
			%d Rejimen Artileri Diraja
		}
		2 = {
			%d Rejimen Artileri Diraja
		}
		3 = {
			%d Rejimen Artileri Diraja
		}
		4 = {
			%d Rejimen Artileri Diraja
		}
		5 = {
			%d Rejimen Artileri Diraja
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_pl_masc_05a_all
Constructs: has_completed_focus, has_government, has_cosmetic_tag, has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_pl_masc_05a_all = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = MAL MNT
				original_tag = MAL MNT
				AND = {
					OR = {
						tag = MEX
						original_tag = MEX
					}
					has_cosmetic_tag = MEX_cristero
				}
			}
		} {
			has_government = communism
			OR = {
				AND = {
					tag = ETH
					NOT = {
						has_completed_focus = ETH_in_the_name_of_the_people
					} {
						has_country_leader = {
							character = ETH_in_the_name_of_the_people
						}
					} {
						has_completed_focus = ETH_a_guiding_hand
					} {
						has_completed_focus = ETH_local_committees
					}
				} {
					original_tag = ETH
					NOT = {
						has_completed_focus = ETH_in_the_name_of_the_people
					} {
						has_country_leader = {
							character = ETH_in_the_name_of_the_people
						}
					} {
						has_completed_focus = ETH_a_guiding_hand
					} {
						has_completed_focus = ETH_local_committees
					}
				}
			}
		} {
			has_government = democratic
			OR = {
				tag = BUK KAR SER
				original_tag = BUK KAR SER
			}
		} {
			has_government = neutrality
			OR = {
				tag = BUK BUL BYA DAG EGY KAZ INS LAO LEB PAL SER SYR
				original_tag = BUK BUL BYA DAG EGY KAZ INS LAO LEB PAL SER SYR
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_reach_out_to_candidates
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_reach_out_to_candidates
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = wuw_HUN_subvert_gombos_troops
	} {
		focus = wuw_HUN_crack_down_on_radicals
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_subvert_gombos_troops
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_hungarian_monarchy_2
	}
}
### Entity: AI Strategy
Component: USA_tactical_bomber
Constructs: has_tech
Source: game
File: common/ai_equipment/USA_planes.txt

Code:
USA_tactical_bomber = {
	category = air
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		air_tactical_bomber
	}
	priority = {
		factor = 2000
		modifier = {
			num_of_factories = < 100
			factor = 0.5
		} {
			num_of_factories = < 50
			factor = 0
		}
	}
	gw_tac_bomber_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = basic_medium_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_1_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay engine_1_2x
		}
	}
	tac_bomber_1_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				engine_type_slot = engine_2_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay engine_2_2x
		}
	}
	tac_bomber_2_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				fixed_auxiliary_weapon_slot_2 = bomb_locks
				engine_type_slot = engine_3_2x
				special_type_slot_1 = hmg_defense_turret
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay bomb_locks engine_3_2x hmg_defense_turret_2x
		}
	}
	tac_bomber_3_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = medium_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				fixed_auxiliary_weapon_slot_2 = bomb_locks
				fixed_auxiliary_weapon_slot_3 = empty
				engine_type_slot = engine_4_2x
				special_type_slot_1 = hmg_defense_turret_2x
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay bomb_locks torpedo_mounting engine_4_2x lmg_defense_turret_2x
		}
	}
	jet_tac_bomber_default = {
		priority = {
			factor = 100
		}
		history = yes
		tar
# ... (truncated)
### Entity: National Focus
Component: australian_focus
Constructs: has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/australia.txt

Code:
focus_tree = {
	id = australian_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = AST
			has_dlc = Together for Victory
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1000
	}
	focus = {
		id = AST_additional_militia_training
		icon = GFX_goal_generic_allies_build_infantry
		x = 2
		y = 0
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		completion_reward = {
			army_experience = 25
			add_doctrine_cost_reduction = {
				name = AST_additional_militia_training
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	} {
		id = AST_royal_australian_artillery
		icon = GFX_goal_generic_army_artillery2
		prerequisite = {
			focus = AST_additional_militia_training
		}
		x = -1
		y = 1
		relative_position_id = AST_additional_militia_training
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		completion_reward = {
			add_tech_bonus = {
				name = AST_royal_australian_artillery
				bonus = 1.0
				uses = 1
				category = artillery
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_doctrine_cost_reduction = {
					cost_reduction = 0.5
					uses = 1
					category = special_forces_doctrine
				}
			}
		}
	} {
		id = AST_promote_reservists
		icon = GFX_goal_generic_army_doctrines
		prerequisite = {
			focus = AST_additional_militia_training
		}
		x = 1
		y = 1
		relative_position_id = AST_additional_militia_training
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		completion_reward = {
			army_experience = 50
			add_doctrine_cost_reduction = {
				name = AST_promote_reservists
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
			custom_effect_tooltip = AST_new_general_tt
			hidden_effect = {
				add_corps_commander_role = {
					character = AST_iven_mackay
					traits = {

					}
					skill = 3
					attack_skill = 2
					defense_skill = 2
					planning_s
# ... (truncated)
### Entity: AI Strategy
Component: r56_middle_east_bad_fascist_boy_stays_home
Constructs: has_government, has_war_with, is_subject, is_in_faction_with
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_middle_east_bad_fascist_boy_stays_home = {
	allowed = {
		OR = {
			original_tag = IRQ PER SAU YEM OMA AFG PAK
		}
	}
	enable = {
		ROOT = {
			AND = {
				exists = yes
				has_government = fascism
				is_subject = no
				OR = {
					is_in_faction_with = ITA GER JAP
				} {
					has_war_with = USA ENG FRA SOV CHI
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = GER
		value = 125
	} {
		type = dont_defend_ally_borders
		id = ITA
		value = 125
	} {
		type = dont_defend_ally_borders
		id = JAP
		value = 125
	} {
		type = area_priority
		id = north_america
		value = 0
	} {
		type = area_priority
		id = south_america
		value = 0
	} {
		type = area_priority
		id = europe
		value = 20
	} {
		type = area_priority
		id = asia
		value = 75
	} {
		type = area_priority
		id = middle_east
		value = 175
	} {
		type = area_priority
		id = suez
		value = 125
	} {
		type = area_priority
		id = africa
		value = 40
	} {
		type = area_priority
		id = pacific
		value = 0
	} {
		type = area_priority
		id = oceania
		value = 0
	}
}
### Entity: Idea
Component: GER_fan_prussian_militarism_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_fan_prussian_militarism_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = GER_fan_prussian_militarism
	modifier = {
		conscription = 0.005
		army_org_factor = 0.05
		training_time_factor = -0.1
		experience_gain_army = 0.1
	}
}
### Entity: Scripted Trigger
Component: is_south_korean_state
Constructs: is_south_korean_state
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
is_south_korean_state = {
	OR = {
		state = 525 1029 1031 1030
	}
}
### Entity: Idea
Component: CZE_skoda_planes_focus_optimization_3_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_planes_focus_optimization_3_idea = {
	name = CZE_skoda_planes_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		air_equipment = 0.06
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
		motorized_equipment = {
			instant = yes
			build_cost_ic = 0.06
		}
	}
	modifier = {
		production_speed_arms_factory_factor = 0.06
		production_speed_industrial_complex_factor = -0.06
		industrial_concern_cost_factor = 0.06
		air_fuel_consumption_factor = -0.06
		production_lack_of_resource_penalty_factor = 0.06
		aircraft_manufacturer_cost_factor = -0.06
		fuel_gain_factor = 0.06
		factory_energy_consumption = 0.06
	}
}
### Entity: Event
Component: DOD_yugoslavia.31
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, is_historical_focus_on, set_country_flag
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.31
	title = DOD_yugoslavia.31.t
	desc = DOD_yugoslavia.31.desc
	picture = GFX_report_event_german_speech
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.31.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = YUG_GER_pressured_us_annoyed_opm
		}
		set_country_flag = YUG_stands_up_to_german_pressure_once_flag
	} {
		name = DOD_yugoslavia.31.b
		ai_chance = {
			base = 50
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = YUG_wavering_to_GER_pressure_opm
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = YUG_wavering_to_GER_pressure_reverse_opm
		}
		set_country_flag = YUG_wavered_to_german_pressure_once_flag
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_soviet_industrial_aid
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_global_flag, complete_tooltip, every_state
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_soviet_industrial_aid
	available = {
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			has_government = communism
		}
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPR_soviet_equipment_shipments SPR_soviet_military_advisors
	}
	icon = GFX_focus_generic_join_comintern
	x = 0
	y = 1
	relative_position_id = SPR_soviet_equipment_shipments
	cost = 5
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_soviet_industrial_aid_2civ
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_soviet_industrial_aid
			bonus = 1.0
			uses = 1
			category = industry
		}
		add_timed_idea = {
			idea = SPR_soviet_industrial_aid
			days = 730
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPR_soviet_industrial_aid_2civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: TUR_kemalist_state_management_category
Constructs: has_completed_focus, limit, has_country_flag, has_dynamic_modifier, has_country_leader, cancel_if_not_visible, complete_effect, random_owned_controlled_state
Source: game
File: common/decisions/TUR.txt

Code:
TUR_kemalist_state_management_category = {
	TUR_root_out_kemalists_in_state = {
		icon = generic_arrest
		available = {
			any_owned_state = {
				has_dynamic_modifier = {
					modifier = kemalist_schemers
				}
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				TUR_is_kemalist_state = yes
			}
		}
		cost = 100
		visible = {
			OR = {
				AND = {
					has_country_leader = {
						character = TUR_adnan_menderes
						ruling_only = yes
					}
					has_completed_focus = TUR_democratic_transition_focus
				}
				has_completed_focus = TUR_pivot_to_the_past
			}
			NOT = {
				has_country_flag = TUR_acted_against_kemalists_recently_flag
			}
		}
		cancel_if_not_visible = no
		complete_effect = {
			random_owned_controlled_state = {
				limit = {
					has_dynamic_modifier = {
						modifier = kemalist_schemers
					}
				}
				remove_dynamic_modifier = {
					modifier = kemalist_schemers
				}
			}
			if = {
				limit = {
					TUR_has_kemalist_officers = yes
				}
				subtract_from_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 1
				} {
					var = TUR_kemalist_power_variable
					value = 1
				}
				TUR_kemalist_loyalty_and_power_update_effect = yes
			}
			set_country_flag = {
				flag = TUR_acted_against_kemalists_recently_flag
				value = 1
				days = 75
			}
		}
	}
}