Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ASpeedDelete/doc.html

Doc:
This is the documentation page for Template:SpeedDelete. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

SpeedDelete can be used to highlight articles that need immediate deletion. Use Template:Delete for articles that are discussed before deletion. Tagged articles are added to the category: Candidates for speedy deletion.

Contents

1 Parameters

2 Usage

3 Updating this template

4 Examples
### Entity: Game Data
Component: idealogical_continuity_error
Constructs: has_completed_focus, has_any_custom_difficulty_setting, has_country_leader
Source: game
File: common/achievements/rt56-achievements.txt

Code:
idealogical_continuity_error = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = HON VEN SHX SIC XIC GDC HBC SND XSM KHM SIK YUN GXC
		}
	}
	happened = {
		OR = {
			has_country_leader = {
				character = HON_RTR_agencies
				ruling_only = yes
			} {
				character = VEN_creole_petroleum_comuna
				ruling_only = yes
			}
			has_completed_focus = CHI_unbridled_capitalism
		}
	}
}
### Entity: Country History
Country: AFG
Component: AFG_technology
Constructs: set_technology
Source: game
File: history/countries/AFG - Afghanistan.txt

Code:
# Starting Technologies for AFG
set_technology = {
	infantry_weapons = 1
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/France.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to France:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Flag ‎ (← links | edit)

Countries ‎ (← links | edit)

Norway ‎ (← links | edit)

Germany ‎ (← links | edit)

France ‎ (← links | edit)

Italy ‎ (← links | edit)

Soviet Union ‎ (← links | edit)

United States ‎ (← links | edit)

United Kingdom ‎ (← links | edit)

Sweden ‎ (← links | edit)

Japan ‎ (← links | edit)

Netherlands ‎ (← links | edit)

Belgium ‎ (← links | edit)

Luxembourg ‎ (← links | edit)

Denmark ‎ (← links | edit)

Yugoslavia ‎ (← links | edit)

Czechoslovakia ‎ (← links | edit)

Poland ‎ (← links | edit)

Colombia ‎ (← links | edit)

Turkey ‎ (← links | edit)

Faction ‎ (← links | edit)

National Focus ‎ (← links | edit)

Ethiopia ‎ (← links | edit)

Argentina ‎ (← links | edit)

Brazil ‎ (← links | edit)

Canada ‎ (← links | edit)

Switzerland ‎ (← links | edit)

Albania ‎ (← links | edit)

Austria ‎ (← links | edit)

Ecuador ‎ (← links | edit)

Venezuela ‎ (← links | edit)

Panama ‎ (← links | edit)

Romania ‎ (← links | edit)

Latvia ‎ (← links | edit)

Estonia ‎ (← links | edit)

Lithuania ‎ (← links | edit)

Bulgaria ‎ (← links | edit)

Finland ‎ (← links | edit)

Greece ‎ (← links | edit)

Portugal ‎ (← links | edit)

Ireland ‎ (← links | edit)

User:SaintDaveUK/sandbox ‎ (← links | edit)

Template:Country navbox ‎ (← links | edit)

British Raj ‎ (← links | edit)

Cuba ‎ (← links | edit)

Hungary ‎ (← links | edit)

Slovakia ‎ (← links | edit)

Paraguay ‎ (← links | edit)

Tannu Tuva ‎ (← links | edit)

Ideology ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/France"
### Entity: Event
Component: CHI_warlords.47
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.47
	title = CHI_warlords.47.t
	desc = CHI_warlords.47.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		name = CHI_warlords.47.a
		add_stability = 0.05
		add_political_power = 50
		custom_effect_tooltip = CHI_weak_famine_tt
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_electrification
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, add_building_construction, unlock_decision_tooltip
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_electrification
	icon = GFX_focus_generic_hydroelectric_energy
	prerequisite = {
		focus = NZL_ministry_of_public_works
	}
	x = 4
	y = 1
	relative_position_id = NZL_ministry_of_public_works
	cost = 10
	ai_will_do = {

	}
	available = {
		1079 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		1079 = {
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 10609
				}
			}
		}
		custom_effect_tooltip = {
			localization_key = building_state_modifier|dam
			INDENT =     
		} generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = NZL_mangahao_power_scheme
		} {
			decision = NZL_waitaki_power_station
		}
	}
}
### Entity: National Focus
Component: ah_naval_effort
Constructs: limit, has_country_flag, completion_reward, is_coastal, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_naval_effort
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 9
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	complete_tooltip = {
		navy_experience = 25
		add_extra_state_shared_building_slots = 3
		add_building_construction = {
			type = dockyard
			level = 3
			instant_build = yes
		}
	}
	completion_reward = {
		navy_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				} {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: siam_adc.3
Constructs: is_triggered_only, ai_chance, clr_country_flag
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam_adc.3
	title = siam_adc.3.t
	desc = siam_adc.3.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 1
		}
		name = siam_adc.3.a
		clr_country_flag = demand_release_cooldown
	}
}
### Entity: Trigger Reference
Construct: num_of_available_civilian_factories
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_available_civilian_factories

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

```
check amount of available civilian factories
```
### Entity: Military Industrial Organization
Component: HAN_hamburger_flugzeugbau_organization
Source: game
File: common/military_industrial_organization/organizations/GER_organization_r56.txt

Code:
HAN_hamburger_flugzeugbau_organization = {
	name = Hamburger Flugzeugbau
	include = generic_naval_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		tag = HAN
	}
}
### Entity: Idea
Component: ITA_hidden_light_cruisers_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic, naval_speed
Source: game
File: common/ideas/italy.txt

Code:
ITA_hidden_light_cruisers_production_ns = {
	name = ITA_military_industry_dynamic_modifier
	removal_cost = -1
	picture = SOV_third_five_year_plan_military
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		screen_ship = {
			instant = yes
			build_cost_ic = -0.05
			naval_speed = 0.05
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_connecting_the_eastern_provinces
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, has_tech, has_full_control_of_state, has_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_connecting_the_eastern_provinces
	icon = GFX_goal_generic_train_2
	prerequisite = {
		focus = TUR_continue_the_push_for_autarky
	}
	x = 5
	y = 1
	relative_position_id = TUR_continue_the_push_for_autarky
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_tech = construction1
		has_full_control_of_state = 349 353 354
	}
	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
		}
		build_railway = {
			path = {
				9777 9761 3890 6965 11797 9868 9954 11853
			}
		}
		353 = {
			add_compliance = 5
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		349 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: mandate_palestine.305
Constructs: is_triggered_only, limit, add_stability, add_power_balance_value, has_variable, add_to_variable
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.305
	picture = GFX_report_event_generic_truck
	title = mandate_palestine.305.t
	desc = mandate_palestine.305.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.305.a
		add_stability = -0.1
		add_power_balance_value = {
			id = MPL_power_balance
			value = 0.3
			tooltip_side = MPL_jewish_side
		}
		if = {
			limit = {
				has_variable = MPL_order_level
			}
			add_to_variable = {
				MPL_order_level = -20
			}
			custom_effect_tooltip = MPL_order_down_20
		}
	}
}
### Entity: Idea
Component: ARM_the_10th_crusade_idea
Constructs: army_defence_factor, war_support_factor, has_government, army_attack_factor, removal_cost, communism_drift, mobilization_speed
Source: game
File: common/ideas/armenia.txt

Code:
ARM_the_10th_crusade_idea = {
	picture = YUG_orthodox_church_support
	allowed = {
		original_tag = ARM
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
		consumer_goods_factor = -0.15
		communism_drift = -0.03
		war_support_factor = 0.2
		mobilization_speed = 0.15
		conscription = 0.01
		resistance_growth_on_our_occupied_states = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		army_attack_factor = 0.05
		army_defence_factor = 0.05
	}
}
### Entity: Unit Template
Component: CZE_ALTINF_01
Source: game
File: common/units/names_divisions/CZE_names_divisions.txt

Code:
CZE_ALTINF_01 = {
	name = Special Infantry Division
	for_countries = {
		CZE
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = Skupina %d
	ordered = {
		1 = {
			Skupina 1 VLASTIMIL
		}
		2 = {
			Skupina 2 JAROMÍR
		}
		4 = {
			Skupina 4 VLK
		}
	}
}
### Entity: Trigger Reference
Construct: all_core_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_core_state

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

```
Check if all of the country core states for the scope meets the trigger. tooltip=key can be defined to override title
```
### Entity: Event
Component: wuw_GER_weltpolitik.19
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_weltpolitik.19
	title = wuw_GER_weltpolitik.19.t
	desc = wuw_GER_weltpolitik.19.desc
	picture = GFX_report_event_GER_grenzshutz_forces
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = wuw_GER_weltpolitik.19.a
		ai_chance = {
			factor = 60
			modifier = {
				factor = 0.3
				original_tag = ANG
			} {
				strength_ratio = {
					tag = GER
					ratio = < 1
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_weltpolitik.20
				days = 2
				random_days = 3
			}
		}
	} {
		name = wuw_GER_weltpolitik.19.b
		ai_chance = {
			factor = 40
			modifier = {
				factor = 1.5
				original_tag = ANG
			} {
				strength_ratio = {
					tag = GER
					ratio = > 1
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_weltpolitik.21
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Modifier Reference
Component: GER_lokot_autonomy_modifier
Constructs: remove_trigger, is_owned_and_controlled_by, mobilization_speed
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_lokot_autonomy_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_GER_lokot_autonomy
	remove_trigger = {
		ROOT = {
			is_owned_and_controlled_by = SOV
		}
	}
	recruitable_population_factor = 0.1
	resistance_target = -0.1
	mobilization_speed = 0.05
	local_resources = 0.15
	local_supplies = 0.1
}
### Entity: Event
Component: poland.175
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.175
	title = poland.175.t
	desc = poland.175.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.175.a
	}
}
### Entity: Shared Focus
Component: AH_form_mechanics
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/r56_austria_hungary_shared.txt

Code:
shared_focus = {
	id = AH_form_mechanics
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = AH_austro_hungarian_unification
	}
	relative_position_id = AH_austro_hungarian_unification
	x = -2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			has_idea = generic_recent_army_unification
		} {
			original_tag = CRO
		}
	}
	bypass = {
		original_tag = CRO
	}
	cancel_if_invalid = yes
	completion_reward = {
		add_ideas = CRO_idea_trained_mechanics
	}
}
### Entity: Character
Component: FIN_sandra_lehtinen
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/FIN.txt

Code:
FIN_sandra_lehtinen = {
	name = FIN_sandra_lehtinen
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_sandra_lehtinen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_sandra_lehtinen
		allowed = {
			original_tag = FIN
			has_dlc = Arms Against Tyranny
		}
		available = {
			OR = {
				has_completed_focus = FIN_the_workers_state FIN_social_democratic_womens_union
			}
		}
		cost = 70
		traits = {
			veteran_trade_unionist
		}
	}
}
### Entity: Unit Template
Component: WUR_CAV_01
Source: game
File: common/units/names_divisions/WUR_names_divisions.txt

Code:
WUR_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		WUR
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Kavallerie-Division
	ordered = {
		1 = {
			%d. Kavallerie-Division
		}
		3 = {
			%d. Kavallerie-Division
		}
		4 = {
			%d. Kavallerie-Division
		}
		5 = {
			%d. Kavallerie-Division
		}
		6 = {
			%d. Kavallerie-Division
		}
		7 = {
			%d. Kavallerie-Division
		}
		8 = {
			%d. Kavallerie-Division
		}
		9 = {
			%d. Kavallerie-Division
		}
		10 = {
			%d. Kavallerie-Division
		}
		11 = {
			%d. Kavallerie-Division
		}
		12 = {
			%d. Kavallerie-Division
		}
		13 = {
			%d. Kavallerie-Division
		}
		14 = {
			%d. Kavallerie-Division
		}
		15 = {
			%d. Kavallerie-Division
		}
		16 = {
			%d. Kavallerie-Division
		}
		17 = {
			%d. Kavallerie-Division
		}
		18 = {
			%d. Kavallerie-Division
		}
		19 = {
			%d. Kavallerie-Division
		}
		20 = {
			%d. Kavallerie-Division
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_modern_electronic_devices
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_modern_electronic_devices
	icon = GFX_goal_generic_control_the_radio
	prerequisite = {
		focus = PLY_modernize_railway_system
	} {
		focus = PLY_nation_wide_industrial_expansion
	}
	x = 1
	y = 1
	relative_position_id = PLY_nation_wide_industrial_expansion
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = GEN_modern_electronic_devices
			bonus = 1
			uses = 2
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: ENG_frank_whittle
Source: game
File: common/characters/ENG.txt

Code:
ENG_frank_whittle = {
	name = ENG_frank_whittle
	portraits = {
		army = {
			large = GFX_portrait_ENG_frank_whittle
			small = GFX_idea_frank_whittle
		}
	}
	scientist = {
		traits = {
			scientist_trait_jet_expert scientist_trait_bright
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.12
Constructs: is_triggered_only, ai_chance, add_political_power, is_ai, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.12
	title = BBA_italy_anti_colonialism_events.07.t
	desc = BBA_italy_anti_colonialism_events.12.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.12.a
		ai_chance = {
			base = 2
		}
		add_political_power = 25
	} {
		name = BBA_italy_anti_colonialism_events.12.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0.1
				ETH = {
					is_ai = no
				}
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Idea
Component: NOR_the_hard_thirties_ns_3
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_the_hard_thirties_ns_3 = {
	picture = usa_great_depression
	name = NOR_the_hard_thirties_ns
	allowed = {
		NOR_AAT = yes
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.15
		production_speed_buildings_factor = -0.075
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_exploit_turko_persian_heritage
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction, create_faction_from_template
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_exploit_turko_persian_heritage
	icon = GFX_focus_TUR_treaty_of_saadabad
	prerequisite = {
		focus = AFG_from_the_ashes
	}
	x = 1
	y = 1
	relative_position_id = AFG_from_the_ashes
	mutually_exclusive = {
		focus = AFG_topple_iran
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		OR = {
			is_faction_leader = yes
			is_in_faction = no
		} {
			PER = {
				exists = yes
				is_in_faction = no
				is_subject = no
				NOT = {
					has_war_with = ROOT
				}
			}
			TUR = {
				exists = yes
				is_in_faction = no
				is_subject = no
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		PER = {
			OR = {
				exists = no
				is_in_faction = yes
				is_subject = yes
				has_war_with = ROOT
			}
		}
		TUR = {
			OR = {
				exists = no
				is_in_faction = yes
				is_subject = yes
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = AFG_exploit_turko_persian_heritage_tt
		IF = {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = {
				template = faction_template_AFG_united_islamic_world_faction
				name = AFG_turko_persian_union
			}
		}
	}
}
### Entity: Character
Component: regional_traditionalist_leader
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
regional_traditionalist_leader = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	drift_defence_factor = 0.15
}
### Entity: Idea
Component: CZE_avia_letnany
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_avia_letnany = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = air_support_focus
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: HYD_kasim_razvi
Source: game
File: common/characters/HYD.txt

Code:
HYD_kasim_razvi = {
	name = Kasim Razvi
	portraits = {
		civilian = {
			large = gfx/leaders/RAJ/Portrait_The_Raj_Political_Leader_Generic.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			fascist_militia_leader
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Idea
Component: north_sea_trade_membership_nor
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
north_sea_trade_membership_nor = {
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	name = north_sea_trade_membership
	modifier = {
		min_export = 0.05
		trade_opinion_factor = 0.1
		democratic_acceptance = 20
	}
	targeted_modifier = {
		tag = ENG
		trade_cost_for_target_factor = -0.15
	} {
		tag = DEN
		trade_cost_for_target_factor = -0.15
	}
}
### Entity: Country History
Country: AZR
Component: AZR_politics
Constructs: set_popularities
Source: game
File: history/countries/AZR - Azerbaijan.txt

Code:
# Politics & Parties for AZR
set_popularities = {
	democratic = 30
	communism = 40
	neutrality = 30
}