Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: UAE
Component: UAE_characters
Constructs: recruit_character
Source: game
File: history/countries/UAE - United Arab Emirates.txt

Code:
# Leaders & Characters for UAE
recruit_character = UAE_stc UAE_aco2 UAE_aa2 UAE_ncs UAE_nt UAE_acas UAE_acd2 UAE_democratic_guy UAE_mt UAE_ai2 UAE_coi UAE_acr UAE_pot UAE_awt UAE_communist_guy UAE_ncm UAE_acgs UAE_nccr UAE_fascist_guy UAE_ar
### Entity: National Focus
Tree: raj_focus
Component: RAJ_territorial_development_scheme
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_territorial_development_scheme
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = RAJ_rural_development_plan
	} {
		focus = RAJ_reform_the_agricultural_sector
	}
	x = 1
	y = 1
	relative_position_id = RAJ_rural_development_plan
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_land_clearance_effect_tt
		hidden_effect = {
			every_owned_state = {
				limit = {
					has_state_flag = RAJ_industrialized_this_state
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_kasetsart_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_kasetsart_university
	icon = GFX_focus_research
	x = 4
	y = 1
	relative_position_id = SIA_railway_and_port_extensions
	prerequisite = {
		focus = SIA_railway_and_port_extensions SIA_prepare_for_the_next_blockade
	}
	cost = 5
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Decision
Component: LUX_regional_development
Constructs: has_completed_focus, has_state_flag, is_controlled_by, is_on_continent, has_state_category, complete_effect, set_state_flag, remove_effect
Source: game
File: common/decisions/r56_LUX_decisions.txt

Code:
LUX_regional_development = {
	LUX_regional_development_decision = {
		state_target = any_controlled_state
		target_root_trigger = {
			has_completed_focus = LUX_regional_development
			NOT = {
				any_controlled_state = {
					has_state_flag = LUX_currently_developing
				}
			}
		}
		available = {
			NOT = {
				any_controlled_state = {
					has_state_flag = LUX_currently_developing
				}
			}
		}
		modifier = {
			political_power_cost = 0.2
		}
		targeted_modifier = {
			tag = FROM
			state_production_speed_buildings_factor = 0.25
		}
		on_map_mode = map_only
		target_trigger = {
			FROM = {
				is_controlled_by = ROOT
				is_on_continent = europe
				NOT = {
					has_state_category = megalopolis
				}
			}
		}
		complete_effect = {
			FROM = {
				set_state_flag = LUX_currently_developing
			}
		}
		remove_effect = {
			FROM = {
				clr_state_flag = LUX_currently_developing
				r56_state_category_level_up = yes
				effect_tooltip = {
					add_extra_state_shared_building_slots = 2
				}
			}
		}
		days_remove = 180
		days_re_enable = 20
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_policy_of_free_hands
Constructs: prerequisite, add_ideas, completion_reward, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_policy_of_free_hands
	icon = GFX_goal_generic_major_alliance
	cost = 5
	x = 0
	y = 2
	relative_position_id = LUX_another_declaration_of_neutrality
	prerequisite = {
		focus = LUX_another_declaration_of_neutrality
	}
	completion_reward = {
		add_ideas = r56_LUX_policy_of_free_hands
		custom_effect_tooltip = generic_skip_one_line_tt
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Unit Template
Component: ITA_CA_HISTORICAL
Source: game
File: common/units/names_ships/ITA_ship_names.txt

Code:
ITA_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		ITA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = RI 
	fallback_name = Incrociatore pesante %s
	unique = {
		Trento Trieste Zara Fiume Gorizia Pola Bolzano San Giorgio Carlo Alberto Marco Polo Varese Francesco Ferruccio Pisa Amalfi
	}
}
### Entity: Character
Component: CAN_robert_manion
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/CAN.txt

Code:
CAN_robert_manion = {
	name = CAN_robert_manion
	portraits = {
		army = {
			small = GFX_idea_CAN_robert_manion
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CAN_robert_manion
		allowed = {
			original_tag = CAN
		}
		available = {
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				OR = {
					has_completed_focus = CAN_strengthen_the_commonwealth_ties CAN_permanent_joint_defense_board
				}
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			NOT = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Event
Component: sfl.5
Constructs: is_triggered_only, remove_core_of, add_core_of, remove_state_claim
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.5
	title = sfl.5.t
	desc = sfl.5.d
	picture = GFX_report_event_japanese_reply
	is_triggered_only = yes
	option = {
		name = sfl.5.a
		transfer_state = 537
		537 = {
			remove_core_of = JAP
			add_core_of = SOV
		}
		JAP = {
			remove_state_claim = 655
		} {
			diplomatic_relation = {
				country = SOV
				relation = non_aggression_pact
			}
		}
		SOV = {
			diplomatic_relation = {
				country = JAP
				relation = non_aggression_pact
			}
		}
	}
}
### Entity: Character
Component: flying_ship_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
flying_ship_manufacturer = {
	random = no
	equipment_bonus = {
		medium_plane_airframe = {
			reliability = 0.05
			air_range = 0.05
			naval_strike_attack = 0.05
		}
		large_plane_maritime_patrol_plane_airframe = {
			reliability = 0.05
			air_range = 0.05
			naval_strike_attack = 0.05
		}
	}
}
### Entity: Country History
Country: FIN
Component: FIN_misc
Constructs: recruit_character, add_equipment_to_stockpile, limit, add_ideas, remove_ideas, add_stability, set_technology, add_political_power
Source: game
File: history/countries/FIN - Finland.txt

Code:
# Misc for FIN
capital = 111
set_variable = {
	FIN_finnish_army_experience_gain_army_factor = 0.05
}
{
	FIN_finnish_army_land_reinforce_rate = 0.05
}
{
	FIN_finnish_army_acclimatization_cold_climate_gain_factor = 0.05
}
{
	FIN_finnish_army_army_spirit_category_type_cost_factor = -0.1
}
{
	FIN_finnish_army_max_dig_in_factor = 0
}
{
	FIN_finnish_army_dig_in_speed_factor = 0
}
{
	FIN_finnish_army_training_time_factor = 0
}
{
	FIN_finnish_army_mobilization_speed = 0
}
{
	FIN_finnish_army_conscription_factor = 0
}
{
	FIN_finnish_army_cas_damage_reduction = 0
}
{
	FIN_finnish_army_winter_attrition_factor = 0
}
{
	FIN_finnish_army_army_org_factor = 0
}
{
	FIN_finnish_army_special_forces_cap = 0
}
{
	FIN_finnish_army_breakthrough_factor = 0
}
{
	FIN_finnish_army_special_forces_out_of_supply_factor = 0
}
{
	FIN_finnish_army_equipment_capture_factor = 0
}
{
	FIN_finnish_army_equipment_conversion_speed = 0
}
{
	FIN_finnish_army_production_lack_of_resource_penalty_factor = 0
}
{
	FIN_finnish_army_supply_combat_penalties_on_core_factor = 0
}
{
	FIN_finnish_army_org_loss_when_moving = 0
}
{
	FIN_finnish_army_recon_factor_while_entrenched = 0
}
{
	FIN_finnish_army_army_attack_speed_factor = 0
}
{
	FIN_finnish_army_intel_from_combat_factor = 0
}
{
	FIN_finnish_army_initiative_factor = 0
}
{
	FIN_finnish_army_modifier_army_sub_unit_long_range_patrol_support_attack_factor = 0
}
{
	FIN_finnish_army_modifier_army_sub_unit_long_range_patrol_support_defence_factor = 0
}
{
	FIN_finnish_airforce_experience_gain_air_factor = 0.05
}
{
	FIN_finnish_airforce_air_weather_penalty = -0.05
}
{
	FIN_finnish_airforce_air_untrained_pilots_penalty_factor = -0.2
}
{
	FIN_finnish_airforce_air_spirit_category_type_cost_factor = -0.1
}
{
	FIN_finnish_airforce_air_ace_generation_chance_factor = 0
}
{
	FIN_finnish_airforce_air_home_defence_factor = 0
}
{
	FIN_finnish_airforce_ace_effectiveness_factor = 0
}
{
	FIN_finnish_airforce_air_mission_efficiency = 0
}
{
	FIN_finnish_airforce_naval_strike_targetting_factor = 0
}
{
	FIN_finnish_airforce_air_cas_efficiency = 0
}
{
	FIN_finnish_airforce_air_superiority_efficiency = 0
}
{
	FIN_finnish_navy_experience_gain_navy_factor = 0.05
}
{
	FIN_finnish_navy_mines_planting_by_fleets_factor = 0.05
}
{
	FIN_finnish_navy_navy_anti_air_attack_factor = 0.05
}
{
	FIN_finnish_navy_navy_spirit_category_type_cost_factor = -0.1
}
{
	FIN_finnish_navy_convoy_retreat_speed
# ... (truncated)
### Entity: AI Strategy
Component: EAI_PROD_DIV_LIMIT_antitank_motorized_division_limit
Constructs: has_country_flag, check_variable, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_limits_strategies.txt

Code:
EAI_PROD_DIV_LIMIT_antitank_motorized_division_limit = {
	enable = {
		has_country_flag = EAI_motorized_division_limit
		OR = {
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_SF_DOCTRINE
			} {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_GB_DOCTRINE
			}
		}
		check_variable = {
			EAI_FOCUS/LAND/antitank_design = global.EAI_MTD_AT_DESIGN
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = anti_tank
		value = -1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_utilize_our_strengths
Constructs: prerequisite, limit, add_stability, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_utilize_our_strengths
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = GRE_reevaluating_the_drachma
	}
	mutually_exclusive = {
		focus = GRE_force_the_farmers_into_factories
	}
	x = 0
	y = 1
	relative_position_id = GRE_reevaluating_the_drachma
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = GRE_agrarian_society
			}
			swap_ideas = {
				remove_idea = GRE_agrarian_society
				add_idea = GRE_farmer_culture
			}
		}
		else_if = {
			limit = {
				has_idea = GRE_agricultural_communes_idea
			}
			add_timed_idea = {
				idea = GRE_rural_exodus
				days = 280
			}
			add_stability = -0.05
		}
	}
}
### Entity: Character
Component: permanent_revolutionary_LaR
Source: game
File: common/country_leader/r56_traits.txt

Code:
permanent_revolutionary_LaR = {
	random = no
	political_power_factor = -0.15
	justify_war_goal_time = 0.15
	intel_network_gain = 0.1
	intel_from_operatives_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: DOD_hungary.121
Constructs: is_triggered_only, ai_chance, limit, has_government, is_in_faction, is_owned_by, add_popularity, give_guarantee
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.121
	title = DOD_hungary.121.t
	desc = DOD_hungary.121.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_hungary.121.a
		ai_chance = {
			base = 75
			modifier = {
				is_in_faction = yes
				factor = 0.25
			}
		}
		IF = {
			limit = {
				664 = {
					is_owned_by = CZE
				}
			}
			HUN = {
				country_event = DOD_hungary.81
			}
		} {
			limit = {
				73 = {
					is_owned_by = CZE
				}
			}
			73 = {
				transfer_state_to = HUN
			}
		} {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
		}
		SOV = {
			give_guarantee = CZE
		}
		HUN = {
			give_guarantee = CZE
		}
	} {
		name = DOD_hungary.121.b
		ai_chance = {
			base = 15
			modifier = {
				factor = 0
				HUN = {
					is_ai = no
				}
			}
		}
		SOV = {
			country_event = DOD_hungary.122
		}
		HUN = {
			country_event = DOD_hungary.126
		}
	}
}
### Entity: AI Strategy
Component: USA_leave_england_to_the_brits
Constructs: has_war_with, set_temp_variable, check_variable
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_leave_england_to_the_brits = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_war_with = GER
		ENG = {
			exists = yes
			set_temp_variable = {
				t = num_ships
			}
			check_variable = {
				t = > 80
			}
		}
	}
	abort = {
		date = > 1943.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_dominance
		id = 18
		value = -100
	} {
		type = naval_dominance
		id = 16
		value = -100
	} {
		type = naval_dominance
		id = 173
		value = -100
	}
}
### Entity: Character
Component: JAP_hiroaki_abe
Source: game
File: common/characters/JAP.txt

Code:
JAP_hiroaki_abe = {
	name = JAP_hiroaki_abe
	portraits = {
		army = {
			large = GFX_portrait_JAP_hiroaki_abe
			small = GFX_portrait_JAP_hiroaki_abe_small
		}
	}
	navy_leader = {
		traits = {
			battleship_adherent
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 1
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_specialized_auxiliary_tanks
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_specialized_auxiliary_tanks
	prerequisite = {
		focus = POR_study_mechanized_warfare
	}
	mutually_exclusive = {
		focus = POR_towards_a_mobile_army
	}
	icon = GFX_goal_HUN_assault_gun
	x = 3
	y = 1
	relative_position_id = POR_study_mechanized_warfare
	cost = 8
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POR_specialized_auxiliary_tanks
			ahead_reduction = 2
			bonus = 2
			uses = 2
			category = cat_heavy_armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: r56_convoy_highways_4
Constructs: research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	research_cost = 2.5
	start_year = 1950
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -8
			y = 24
		}
	}
	supply_node_range = 0.05
	truck_attrition_factor = -0.05
	repair_speed_supply_node_factor = 0.05
	categories = {
		motorized_equipment logistics_tech supply_node_tech mio_cat_tech_all_motorized_mechanized
	}
	ai_will_do = {
		factor = 0.5
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_58
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_58 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 58
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 58
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_ansar_nationalism
Constructs: prerequisite, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_ansar_nationalism
	icon = GFX_goal_islam_and_state
	prerequisite = {
		focus = SUD_assessing_our_future
	}
	mutually_exclusive = {
		focus = SUD_unite_the_opposition
	}
	relative_position_id = SUD_assessing_our_future
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 90
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: il_duce_strengthen
Constructs: conscription_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
il_duce_strengthen = {
	random = no
	political_power_factor = 0.15
	max_command_power_mult = -0.1
	custom_modifier_tooltip = il_duce_laws_cost_tt
	hidden_modifier = {
		mobilization_laws_cost_factor = -0.15
		trade_laws_cost_factor = -0.15
		economy_cost_factor = -0.15
	}
	drift_defence_factor = 0.1
	conscription_factor = 0.1
	fascism_drift = 0.1
}
### Entity: Wiki Documentation
Construct: sp_available
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
sp_available
|
Unlocks/Locks all special projects with unfufilled research prerequisites
|
E.g. Unlocks nuclear special projects without researching the "Atomic Research" technology
|
### Entity: Event
Component: portugal.5
Constructs: is_triggered_only, fire_only_once, create_wargoal, take_state, add_state_claim
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.5
	title = portugal.5.t
	desc = portugal.5.d
	picture = GFX_report_event_soviet_tanks_snow
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.5.o
		POR = {
			create_wargoal = {
				type = take_state
				target = ENG
				generator = {
					545
				}
			}
			add_state_claim = 545
		}
	}
}
### Entity: Modding Documentation
Construct: event
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## event
* Arguments: event id, <Target Country Tag>

Executes an event
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ACavalry.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Cavalry.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Land units (file link) ‎ (← links | edit)

Template:Icon/doc (file link) ‎ (← links | edit)

Template:Icon (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Cavalry.png"
### Entity: National Focus
Tree: tan_focus
Component: TAN_Excavation
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Excavation
	icon = GFX_focus_continuous_extraction
	prerequisite = {
		focus = TAN_Civilian_Two
	} {
		focus = TAN_gold_mining
	}
	text = GEN_reveal_mineral_wealth
	x = 1
	y = 1
	relative_position_id = TAN_Civilian_Two
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 7
			tag = MEN
		}
	}
	bypass = {

	}
	available = {
		OR = {
			num_of_controlled_states = > 1
			AND = {
				has_tech = excavation3
				num_of_controlled_states = > 0
			}
		}
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				num_of_controlled_states = < 2
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: TUR_emergency_fortification_directive
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_emergency_fortification_directive = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_fortification_focus
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.5
		production_speed_coastal_bunker_factor = 0.25
	}
}
### Entity: Country History
Country: NEP
Component: NEP_technology
Constructs: set_technology
Source: game
File: history/countries/NEP - Nepal.txt

Code:
# Starting Technologies for NEP
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
}
### Entity: Character
Component: PUE_mt
Source: game
File: common/characters/PUE.txt

Code:
PUE_mt = {
	advisor = {
		slot = theorist
		idea_token = PUE_mt
		ledger = army
		allowed = {
			original_tag = PUE
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_6
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_expand_habbaniya_airbase
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, is_owned_by, cancel_if_invalid, add_building_construction, has_dlc
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_expand_habbaniya_airbase
	icon = GFX_focus_IRQ_expand_habbaniya_airbase
	prerequisite = {
		focus = IRQ_royal_iraqi_army
	}
	x = -7
	y = 1
	relative_position_id = IRQ_royal_iraqi_army
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		291 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {
		291 = {
			NOT = {
				is_owned_by = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_AIR_XP
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				291 = {
					air_base = < 9
				}
			}
			291 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_mio_tt
			show_mio_tooltip = IRQ_aircraft_organization
			mio:IRQ_aircraft_organization = {
				add_mio_size = 2
			}
		}
		air_experience = 50
	}
}
### Entity: Idea
Component: SWE_lottorna_idea
Constructs: has_government, removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_lottorna_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription_factor = 0.15
		mobilization_speed = 0.05
	}
}
### Entity: Character
Component: r56w_trait_minister_vydazy
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_vydazy = {
	random = no
	sprite = 5
	air_weather_penalty = -0.05
	air_ace_generation_chance_factor = 0.05
	army_bonus_air_superiority_factor = 0.05
}
### Entity: Idea
Component: EAI_DD_17/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}