Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: basic_medium_tank
Constructs: is_major, enable_equipments, enable_subunits, research_cost, has_opinion_modifier
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		medium_tank_equipment_1
	}
	enable_subunits = {
		medium_armor
	}
	path = {
		leads_to_tech = improved_medium_tank
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1939
	folder = {
		name = armour_folder
		position = {
			x = 0
			y = 6
		}
	}
	sub_technologies = {
		basic_medium_td basic_medium_art basic_medium_spaa
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 2
			is_major = yes
			not = {
				tag = JAP
				num_of_military_factories = < 50
			}
			date = > 1938.1.1
		} {
			tag = SOV
			factor = 1.5
		} {
			factor = 1.1
			date = > 1940.1.1
		} {
			factor = 1.1
			date = > 1941.1.1
		} {
			factor = 1.1
			date = > 1942.1.1
		} {
			factor = 15.0
			tag = GER
			has_opinion_modifier = sov_ger_treaty
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_medium_armor mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Country History
Country: ROA
Component: ROA_technology
Constructs: set_technology
Source: game
File: history/countries/ROA - Reichskommisariat Ostasien.txt

Code:
# Starting Technologies for ROA
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: National Focus
Tree: ger_focus
Component: GER_autarky_efforts
Constructs: prerequisite, limit, add_ideas, add_opinion_modifier, completion_reward, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_autarky_efforts
	icon = GFX_focus_GER_autarky_ambitions
	prerequisite = {
		focus = GER_the_four_year_plan
	}
	x = 2
	y = 1
	relative_position_id = GER_the_four_year_plan
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			random_select_amount = 4
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_gain_autarkic_economy_lock_free_trade_tt generic_skip_one_line_tt expand_german_coal_mines_tt generic_skip_one_line_tt GER_improve_trade_relations_tt
		add_tech_bonus = {
			name = GER_autarky_efforts
			bonus = 1
			uses = 1
			category = industry
		}
		add_ideas = autarkic_economy
		every_other_country = {
			limit = {
				is_in_faction_with = PREV
			}
			add_opinion_modifier = {
				target = GER
				modifier = GER_autarky_trade_opinion
			}
			GER = {
				add_opinion_modifier = {
					target = PREV
					modifier = GER_german_trade_opinion
				}
			}
		}
	}
}
### Entity: State History
Component: 702
Constructs: add_core_of
Source: game
File: history/states/702-Cape Verde.txt

Code:
state = {
	id = 702
	name = STATE_702
	manpower = 150600
	state_category = small_island
	history = {
		owner = POR
		add_core_of = CBV
		victory_points = {
			13014 1
		}
		buildings = {
			infrastructure = 2
			13014 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13014
	}
	local_supplies = 0.0
}
### Entity: Trigger Reference
Construct: casualties
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## casualties

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Check the amount of casualties a country has suffered in all of it's wars
```
### Entity: National Focus
Tree: lit_focus
Component: LIT_peoples_army
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_civil_war, is_unit_leader, remove_unit_leader_role
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_peoples_army
	icon = GFX_goal_generic_communist_loyalty
	relative_position_id = LIT_launch_the_revolution
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_launch_the_revolution
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		has_civil_war = no
		has_government = communism
	}
	completion_reward = {
		add_ideas = LIT_local_militia
		if = {
			limit = {
				LIT_stasys_rastikis = {
					is_unit_leader = yes
				}
			}
			remove_unit_leader_role = LIT_stasys_rastikis
		} {
			limit = {
				LIT_kazys_skuchas = {
					is_unit_leader = yes
				}
			}
			remove_unit_leader_role = LIT_kazys_skuchas
		} {
			limit = {
				LIT_antanas_gustaitis = {
					is_unit_leader = yes
				}
			}
			remove_unit_leader_role = LIT_antanas_gustaitis
		} {
			limit = {
				has_government = communism
			}
			create_field_marshal = {
				name = Feliksas Baltušis-Žemaitis
				portrait_path = gfx/leaders/SOV/Portrait_Soviet_Kirill_Meretskov.dds
				traits = {
					brilliant_strategist organizer
				}
				skill = 3
				id = 6511
				attack_skill = 2
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 2
			}
			create_corps_commander = {
				name = Vladas Karvelis
				portrait_path = gfx/interface/ideas/lit/advisors/r56_idea_LIT_vladas_karvelis.dds
				traits = {
					infantry_officer
				}
				skill = 2
				id = 6515
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: staunch_monarchist
Constructs: has_completed_focus, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
staunch_monarchist = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
	ai_will_do = {
		factor = 1
		modifier = {
			tag = HUN
			NOT = {
				has_completed_focus = HUN_invite_the_habsburg_prince
			}
			factor = 0
		}
	}
}
### Entity: Modding Documentation
Construct: tan
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## tan
Sets the accumulator to the tangent of itself. The angle is expressed in radians.
### Entity: Character
Component: GER_kurt_student
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_kurt_student = {
	name = GER_kurt_student
	portraits = {
		army = {
			large = GFX_portrait_GER_kurt_student
			small = GFX_idea_kurt_student
		}
	}
	advisor = {
		slot = high_command
		idea_token = kurt_student
		ledger = air
		allowed = {
			original_tag = GER
		}
		traits = {
			air_airborne_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		available = {
			has_completed_focus = GER_fallschirmjager
		}
	}
	corps_commander = {
		traits = {
			trait_reckless commando
		}
		skill = 4
		attack_skill = 4
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 3
		legacy_id = 16
		visible = {
			has_completed_focus = GER_fallschirmjager
		}
	}
}
### Entity: Idea
Component: NOR_norsk_hydro
Constructs: has_aat, research_bonus
Source: game
File: common/ideas/norway.txt

Code:
NOR_norsk_hydro = {
	picture = generic_refining_concern_1
	allowed = {
		original_tag = NOR
		has_aat = no
	}
	research_bonus = {
		industry = 0.05
		synth_resources = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: r56w_trait_minister_johan_schmidt
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_johan_schmidt = {
	random = no
	sprite = 8
	attrition = -0.75
	army_artillery_attack_factor = 0.5
	army_artillery_defence_factor = 0.25
	enemy_army_bonus_air_superiority_factor = -0.5
}
### Entity: Event
Component: INS_union_events.7
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_union_events.7
	title = INS_union_events.7.t
	desc = INS_union_events.7.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_union_events.7.a
	}
}
### Entity: Event
Component: kmt.330
Constructs: is_triggered_only, limit, remove_ideas, has_idea
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.330
	title = kmt.330.t
	desc = kmt.330.d
	picture = GFX_report_event_german_advisors_remain
	is_triggered_only = yes
	option = {
		name = kmt.330.a
		effect_tooltip = {
			if = {
				limit = {
					has_idea = KMT_sino_german_joint_research
				}
				remove_ideas = KMT_sino_german_joint_research
			} {
				limit = {
					has_idea = KMT_sino_german_joint_research_ger_adv
				}
				remove_ideas = KMT_sino_german_joint_research_ger_adv
			}
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Resources_for_the_Home_Isles
Constructs: shared_focus, prerequisite, add_opinion_modifier, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Resources_for_the_Home_Isles
	icon = GFX_focus_ENG_home_defense
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = yes
	}
	prerequisite = {
		focus = RAJ_Invite_Mining_Companies
	} {
		focus = RAJ_The_Indian_Merchant_Navy
	}
	x = 1
	y = 2
	relative_position_id = RAJ_Invite_Mining_Companies
	completion_reward = {
		swap_ideas = {
			remove_idea = RAJ_Foreign_Mining_Companies
			add_idea = RAJ_Resources_for_the_Home_Isles
		}
		OVERLORD = {
			add_opinion_modifier = {
				target = ROOT
				modifier = raj_resource_shipments
			}
		}
	}
}
### Entity: Event
Component: ARG_political_events.70
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_stability, fire_only_once, add_political_power, add_manpower
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.70
	title = ARG_political_events.70.t
	desc = ARG_political_events.70.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ARG_political_events.70.a
		ai_chance = {
			base = 75
		}
		ARG = {
			country_event = {
				id = ARG_political_events.71
				days = 1
			}
		}
		add_stability = 0.2
		add_political_power = 150
	} {
		name = ARG_political_events.70.b
		ai_chance = {
			base = 25
		}
		ARG = {
			country_event = {
				id = ARG_political_events.72
				days = 1
			}
		}
		ARG_antonio_soto = {
			promote_character = yes
		}
		add_stability = -0.3
		add_manpower = 20000
		hidden_effect = {
			IF = {
				limit = {
					has_idea = ARG_antonio_soto
				}
				remove_ideas = ARG_antonio_soto
			}
		}
	}
}
### Entity: Character
Component: BRA_war_industrialist
Constructs: has_dlc
Source: game
File: common/characters/BRA.txt

Code:
BRA_war_industrialist = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_war_industrialist
		allowed = {
			original_tag = BRA
			has_dlc = Trial of Allegiance
		}
		available = {

		}
		traits = {
			war_industrialist
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_Dockyards
Constructs: prerequisite, limit, completion_reward, has_tech, is_coastal, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_Dockyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = ISR_Small_Navy ISR_Sea_Dominance
	}
	x = -1
	y = 2
	relative_position_id = ISR_Sea_Dominance
	cost = 10
	available_if_capitulated = yes
	available = {
		has_tech = construction2
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				is_core_of = ISR
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_2
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_2 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 2
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_2
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			2
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Event
Component: belgium.2
Constructs: is_triggered_only
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.2
	title = belgium.2.t
	desc = belgium.2.d
	picture = GFX_report_event_belgium_war
	is_triggered_only = yes
	option = {
		name = belgium.2.a
		BEL = {
			dismantle_faction = yes
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = belgium.98
			}
		}
	}
}
### Entity: Order of Battle
Component: District Taurage
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/LIT_1936.txt

Code:
division = {
	name = District Taurage
	location = 11498
	division_template = Valstybės Sienos Apsaugos Skyrius
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LIT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Character
Component: SIK_garegin_apresov
Constructs: has_war_with
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_garegin_apresov = {
	name = SIK_garegin_apresov
	portraits = {
		civilian = {
			small = GFX_portrait_SIK_garegin_apresov_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SIK_garegin_apresov
		allowed = {
			original_tag = SIK
		}
		available = {
			NOT = {
				has_war_with = SOV
			}
		}
		cost = 150
		traits = {
			SIK_soviet_consul_general_trait
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_encourage_free_trade
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, is_historical_focus_on, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_encourage_free_trade
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = COS_strengthen_democratic_institutions
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 1
	relative_position_id = COS_strengthen_democratic_institutions
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				316
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_idea = export_focus
				}
			}
			add_ideas = export_focus
		}
		else_if = {
			limit = {
				has_idea = export_focus
			}
			add_ideas = free_trade
		}
		else = {
			add_political_power = 150
		}
	}
}
### Entity: Event
Component: wtt_japan.31
Constructs: is_triggered_only, ai_chance, add_ideas, add_stability
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.31
	title = wtt_japan.31.t
	desc = wtt_japan.31.desc
	picture = GFX_report_event_jap_imperial_family
	is_triggered_only = yes
	option = {
		name = wtt_japan.31.a
		trigger = {
			country_exists = MAN
		}
		ai_chance = {
			base = 5
		}
		MAN = {
			country_event = {
				id = wtt_japan.32
				hours = 3
			}
			effect_tooltip = {
				add_ideas = MAN_exiled_imperial_family
			}
		}
	} {
		name = wtt_japan.31.b
		ai_chance = {
			base = 5
		}
		add_stability = -0.2
	}
}
### Entity: Raid
Component: rescue_captured_general
Constructs: fire_only_once, has_dlc, has_any_captured_general, is_leader_visible, allow_faction_buildings, add_raid_history_entry, add_divisional_commander_xp, release_from_captivity
Source: game
File: common/raids/land_infiltration_raids.txt

Code:
rescue_captured_general = {
	days_to_prepare = 60
	days_re_enable = 60
	speed_multiplier = 10
	max_distance = 20
	category = land_infiltration_raids
	custom_map_icon = GFX_raid_target_icon_captured_general
	target_icon = GFX_raid_target_icon_captured_general
	launch_sound = raid_land_launchable_sound
	unit_model = {
		entity = motorized_vehicle_entity
	}
	command_power = 20
	fire_only_once = no
	allowed = {
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_any_captured_general = yes
	}
	show_target = {
		is_leader_visible = var:target_leader
		var:target_leader = {
			tag = ROOT
		}
	}
	target_type = {
		captured_army_leader = yes
	}
	starting_point = {
		building_types = {
			supply_node
		}
		allow_faction_buildings = yes
	}
	unit_requirements = {
		battalion_types = {
			infantry = {
				min = 3
			}
		}
	}
	arrow = {
		type = land
	}
	success_factors = {
		success = {
			base = 0.5
			experience = {
				weight = 0.25
				start_weight = -0.2
				reference = 1.0
			}
			organisation = {
				weight = 0.1
				start_weight = -0.1
				reference = 100
			}
			strength = {
				weight = 0.1
				start_weight = -0.1
				reference = 1
			}
			recon = {
				weight = 0.05
				reference = 10
			}
			resistance = {
				reference = 100
				start_reference = 15
				weight = 0.4
			}
			air_superiority = {
				reference = 1
				start_reference = 0.5
				weight = 0.2
			}
			enemy_units = {
				reference = 4
				weight = -0.4
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
	}
	success_levels = {
		failure = {
			victim_effects = {

			}
			actor_effects = {
				raid_damage_units = {
					org_damage = 0.65
					str_damage = 0.6
					ratio = yes
				}
				raid_add_unit_experience = 0.1
				add_raid_history_entry = yes
			}
			division_effects = {
				add_divisional_commander_xp = 50
			}
			visual_effect = {
				entity = raid_failed_entity
				animation = attack
			}
		}
		limited_success = {
			victim_effects = {
				var:target_leader = {
					release_from_captivity = yes
				}
			}
			actor_effects = {
				raid_damage_units = {
					org_damage = 0.65
					str_damage = 0.6
					ratio = yes
				}
				raid_add_unit_experience = 0.1
				add_raid_history_entry = yes
			}
			division_effects = {
				add_divisional_commander_xp = 50
			}
			visual_effect = {
				entity = land_raids_limited_success_entity
				animation = attack
			}
		}
		success = {
			victim_
# ... (truncated)
### Entity: Idea
Component: KMT_harpo_4
Constructs: research_speed_factor, limit, has_country_flag, removal_cost, has_idea, add_timed_idea
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_harpo_4 = {
	picture = AFG_work_with_ger_intel_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
			}
		}
	}
	on_remove = {
		IF = {
			limit = {
				NOT = {
					OR = {
						has_country_flag = chi_dlc_focus_tree
						has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
					}
				}
			}
			add_timed_idea = {
				idea = KMT_broken_military_industry
				days = 100
			}
		}
	}
	modifier = {
		trade_opinion_factor = 0.4
		political_power_cost = 0.05
		research_speed_factor = 0.03
		min_export = 0.1
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.6
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_heavy_fighter_project
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_heavy_fighter_project
	icon = GFX_focus_usa_escort_fighters
	prerequisite = {
		focus = YUG_the_ik_3
	}
	x = -1
	y = 3
	relative_position_id = YUG_local_developers
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_heavy_fighter_project
			bonus = 1.0
			uses = 1
			category = cat_heavy_fighter
		}
	}
}
### Entity: Idea
Component: american_mexican_tanks
Constructs: is_in_faction_with, research_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
american_mexican_tanks = {
	picture = chrysler
	allowed = {
		original_tag = MEX
	}
	available = {
		is_in_faction_with = USA
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Idea
Component: TUR_second_five_year_plan_inonu
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_second_five_year_plan_inonu = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_second_five_year_plan_inonu
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: Scripted Effect
Component: NOR_set_kingdom_of_norway_variables
Constructs: set_variable
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_set_kingdom_of_norway_variables = {
	set_variable = {
		NOR_kingdom_of_norway_dmod_consumer_goods_factor = 0
	} {
		NOR_kingdom_of_norway_dmod_research_speed = 0
	} {
		NOR_kingdom_of_norway_dmod_special_forces_cap_flat = 0
	} {
		NOR_kingdom_of_norway_dmod_special_forces_training_time_factor = 0
	} {
		NOR_kingdom_of_norway_dmod_recruitable_population_factor = 0
	} {
		NOR_kingdom_of_norway_dmod_army_defence_factor = 0
	} {
		NOR_kingdom_of_norway_dmod_army_morale_factor = 0
	} {
		NOR_kingdom_of_norway_dmod_army_org_factor = 0
	} {
		NOR_kingdom_of_norway_dmod_production_speed_coastal_bunker_factor = 0
	} {
		NOR_kingdom_of_norway_dmod_production_speed_naval_base_factor = 0
	} {
		NOR_kingdom_of_norway_dmod_production_speed_dockyard_factor = 0
	} {
		NOR_kingdom_of_norway_dmod_justify_war_goal_time = 0
	} {
		NOR_kingdom_of_norway_dmod_naval_mines_damage_factor = 0
	} {
		NOR_kingdom_of_norway_dmod_spotting_chance = 0
	} {
		NOR_kingdom_of_norway_dmod_navy_max_range_factor = 0
	}
}