Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: BEL_send_characters_towards_FLA_WLL
Constructs: limit, every_army_leader, has_trait, set_nationality, every_character, is_character
Source: game
File: common/scripted_effects/r56_BEL_scripted_effects.txt

Code:
BEL_send_characters_towards_FLA_WLL = {
	every_army_leader = {
		limit = {
			has_trait = flemish
		}
		set_nationality = FLA
	} {
		limit = {
			has_trait = walloon
		}
		set_nationality = WLL
	}
	every_character = {
		limit = {
			OR = {
				is_character = BEL_gaston_eyskens BEL_gustaaf_sap FLA_jef_francois FLA_paul_le_roy FLA_Robert_Jan_Verbelen BEL_edgar_lalmand BEL_oscar_michiels BEL_jules_iserentant BEL_henri_decarpentrie BEL_georges_timmermans
			}
		}
		set_nationality = FLA
	} {
		limit = {
			OR = {
				is_character = BEL_xavier_relecom BEL_henri_denis BEL_Pierre_Daye BEL_Jose_Streel BEL_henri_glineur BEL_jean_terfve BEL_lambert_chardome BEL_paul_hiernaux BEL_gustave_fromont BEL_rene_legros
			}
		}
		set_nationality = WLL
	}
}
### Entity: Decision
Component: JAP_the_propaganda_department_decisions
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_the_propaganda_department_decisions = {
	icon = GFX_decision_category_JAP_imperial_glory_blue
	priority = 20
	picture = GFX_decision_cat_picture_JAP_government_censors
	visible_when_empty = no
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_fuelling_the_metropole
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, is_subject_of, is_in_faction_with, has_idea
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_fuelling_the_metropole
	icon = GFX_goal_generic_positive_trade_relations
	cost = 8
	prerequisite = {
		focus = FRI_expand_the_surete_generale_indochinoise
	} {
		focus = FRI_freedom_of_speech_and_association
	}
	x = -1
	y = 3
	relative_position_id = FRI_concessions_to_the_strikers
	available = {
		country_exists = FRA
		OR = {
			is_subject_of = FRA
			is_in_faction_with = FRA
		}
	}
	completion_reward = {
		add_war_support = 0.15
		custom_effect_tooltip = FRI_fuelling_the_metropole_tt
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = war_economy tot_economic_mobilisation
					}
				}
				add_ideas = war_economy
			}
		}
		add_ideas = FRI_fuelling_the_metropole
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fortify_ticino
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_fortify_ticino
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = SWI_citizen_supply_mandate
	}
	x = 1
	y = 1
	relative_position_id = SWI_citizen_supply_mandate
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = SWI_centralization_bop_fully_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		846 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
				}
			}
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = arms_factory
					level = 3
					instant_build = yes
				}
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: AI Strategy
Component: TAN_historical_plan
Constructs: has_government, has_country_flag, has_game_rule, is_historical_focus_on, has_focus_tree
Source: game
File: common/ai_strategy_plans/TAN_historical_strategy_plan.txt

Code:
TAN_historical_plan = {
	name = TAN: Tuvan Historical Plan
	desc = General Secretary Salchak Toka will lead the Tuvan People's Republic in a Stalinist direction, purging the right wing once and for all and gradually integrating the country into the Soviet Union.
	allowed = {
		original_tag = TAN
	}
	enable = {
		OR = {
			has_country_flag = TAN_AI_HISTORICAL
			has_game_rule = {
				rule = TAN_ai_behavior
				option = HISTORICAL
			}
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = TAN_ai_behavior
					option = DEFAULT
				}
			}
		}
		has_focus_tree = tuva_focus
	}
	abort = {
		OR = {
			has_government = fascism neutrality democratic
		}
	}
	ai_national_focuses = {
		TAN_call_for_army_readiness TAN_army_reform TAN_cavalry_tradition TAN_State_Matter TAN_Industrial_Start TAN_increase_sedentarization TAN_winter_training TAN_Collectivist_Ethos TAN_Military_Buildup TAN_gold_mining GEN_Aviation_Effort TAN_establish_the_ministry_of_war TAN_Civilian_One TAN_Invite_Soviets TAN_army_modernization TAN_equipment_effort TAN_equipment_effort_2 TAN_case_of_the_nine TAN_Organise_Youth TAN_equipment_effort_3 GEN_Foreign_Design TAN_Com_Generals TAN_Civilian_Two TAN_red_army TAN_Collectivist_Propaganda GEN_aircraft_soviet TAN_special_forces TAN_uphold_the_cavalry_primacy GEN_Fighter_Competition TAN_field_hospitals TAN_exploit_the_ulugh_khem_coal_basin GEN_Close_Air_Support TAN_the_fifth_constitution TAN_signal_companies TAN_Soviet_Heavy_Industry TAN_Automobile TAN_Research TAN_improve_officer_training_formation TAN_Intervene TAN_modern_logistics TAN_Fanaticism TAN_winter_readiness TAN_indoctrination_focus TAN_Licences GEN_Shared_Air_Doctrine TAN_sovietization
	}
	ai_strategy = {
		type = diplo_action_desire
		id = SOV
		target = improve_relation
		value = 200
	}
	research = {
		motorized_equipment = 2
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Country History
Country: GUM
Component: GUM_technology
Constructs: set_technology
Source: game
File: history/countries/GUM - Guam.txt

Code:
# Starting Technologies for GUM
set_technology = {
	infantry_weapons = 1
}
### Entity: Character
Component: SPA_ricardo_rada
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_ricardo_rada = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPA_ricardo_rada
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
		advisor = {
			slot = high_command
			idea_token = SPA_ricardo_rada
			ledger = army
			allowed = {
				has_dlc = La Resistance
				original_tag = SPR
			}
			visible = {
				NOT = {
					tag = SPD SPC
				}
			}
			available = {
				NOT = {
					has_completed_focus = SPA_eliminate_the_carlists
				}
				custom_trigger_tooltip = {
					tooltip = SPA_not_republican_spain_tt
					NOT = {
						tag = SPD
					}
				}
			}
			traits = {
				army_entrenchment_2
			}
			cost = 100
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPA_ricardo_rada
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SPA_ricardo_rada
			name = SPA_ricardo_rada
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				has_government = fascism
			}
			available = {
				has_government = fascism
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_330
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_330 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 330
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 330
	}
}
### Entity: Modifier Reference
Construct: naval_enemy_fleet_size_ratio_penalty_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_enemy_fleet_size_ratio_penalty_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Modifier Reference
Component: HABSBURG_cavalry_modifier
Constructs: breakthrough_factor
Source: game
File: common/dynamic_modifiers/HABSBURG_dynamic_modifiers.txt

Code:
HABSBURG_cavalry_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_HABSBURG_cavalry
	cavalry_attack_factor = global.HABSBURG_cavalry_cavalry_attack_factor
	cavalry_defence_factor = global.HABSBURG_cavalry_cavalry_defence_factor
	conscription = global.HABSBURG_army_conscription
	breakthrough_factor = global.HABSBURG_cavalry_breakthrough_factor
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Restoration_of_Denmark_Norway
Constructs: every_owned_state, prerequisite, limit, has_country_flag, completion_reward, has_stability, is_subject_of, set_country_flag
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Restoration_of_Denmark_Norway
	icon = GFX_goal_NOR_coat_of_arms_detailed
	cost = 10
	available = {
		OR = {
			AND = {
				NOR = {
					has_stability = > 0.9
					is_subject_of = DEN
				}
			}
			has_country_flag = den_integrated_norway
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	bypass = {
		has_country_flag = den_integrated_norway
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Legitimize_the_Kingdom_of_Norway
	} {
		focus = DEN_Norwegian_War_Infrastructure
	}
	x = -1
	y = 5
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		set_country_flag = focus_den_nor_formed
		NOR = {
			every_owned_state = {
				limit = {
					is_core_of = NOR
				}
				DEN = {
					add_state_core = PREV
				}
			}
		}
		annex_country = {
			target = NOR
			transfer_troops = yes
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = DEN_NOR
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_institute_corporatism
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, add_dynamic_modifier, has_idea, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_institute_corporatism
	icon = GFX_focus_ICE_state_corporatism
	prerequisite = {
		focus = DEN_rally_the_nation
	}
	relative_position_id = DEN_march_on_the_capital
	x = -2
	y = 3
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				DEN_has_war_preparations_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_war_preparations_dynamic_modifier
			}
		} {
			limit = {
				DEN_has_political_edicts_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_political_edicts_dynamic_modifier
			}
		} {
			limit = {
				has_idea = civilian_economy
			}
			add_ideas = low_economic_mobilisation
		}
		else = {
			custom_effect_tooltip = DEN_modify_war_preparations_dynamic_modifier
		} {
			custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
		}
		add_to_variable = {
			DEN_war_preparations_lack_of_resource_penalty = -0.15
			tooltip = production_lack_of_resource_penalty_factor_tt
		} {
			DEN_political_edicts_conscription_factor = 0.2
			tooltip = conscription_factor_tt
		} {
			DEN_industrial_improvement_tracker_var = 3
		} {
			DEN_industrial_capability_local_resources = 0.15
			tooltip = local_resources_factor_tt
		} {
			DEN_industrial_capabilities_consumer_goods = 0.3
			tooltip = consumer_goods_factor_tt
		} {
			DEN_industrial_capabilities_retention_efficiency = 0.1
			tooltip = line_change_production_efficiency_factor_tt
		} {
			DEN_industrial_capabilities_factory_output = 0.1
			tooltip = industrial_capacity_factory_tt
		} {
			DEN_industrial_capabilities_dockyard_output = 0.1
			tooltip = industrial_capacity_dockyard_tt
		} {
			DEN_industrial_capabilities_equipment_conversion = 0.1
			tooltip = equipment_conversion_speed_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
		else_if = {
			limit = {
				has_idea = low_economic_mobilisation
			}
			add_ideas = partial_economic_mobilisation
		}
	}
}
### Entity: Country History
Country: MAN
Component: MAN_army
Source: game
File: history/countries/MAN - Manchukou.txt

Code:
# OOB & Army Setup for MAN
oob = MAN_1936
### Entity: Idea
Component: TUR_kemalist_army_officers_decreased_power_neutral
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_decreased_power_neutral = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_army_officers_limited_power_neutral
	removal_cost = -1
	modifier = {
		max_planning = 0.05
		experience_gain_army_factor = -0.1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_armoured_corps_center_and_school
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_army_leader, has_trait, add_trait, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_armoured_corps_center_and_school
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = RAJ_royal_indian_artillery_dlc
	}
	x = -3
	y = 1
	relative_position_id = RAJ_royal_indian_artillery_dlc
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = panzer_leader
				}
			}
			add_trait = {
				trait = panzer_leader
			}
		}
		add_tech_bonus = {
			name = RAJ_armoured_corps_center_and_school
			bonus = 0.3
			uses = 2
			category = armor
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_light_armor_art_design_focus
Constructs: has_country_flag, has_army_experience, check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_light_armor_art_design_focus = {
	has_army_experience = > 75
	check_variable = {
		EAI_FOCUS/LAND/motorized_design = global.EAI_C_MOT_DESIGN
	}
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_focus = global.EAI_MOT_FOCUS
		} {
			EAI_FOCUS/LAND/attachment = global.EAI_MOT_ATTACHMENT
		}
	}
	has_country_flag = EAI_TEMPLATE_mot_template_upgrade
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_a_great_maritime_power
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_a_great_maritime_power
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_improve_domestic_naval_facilities
	}
	icon = GFX_goal_generic_navy_battleship
	x = 0
	y = 1
	relative_position_id = SPA_improve_domestic_naval_facilities
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_a_great_maritime_power_4DY
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 50
		add_tech_bonus = {
			name = SPA_a_great_maritime_power
			bonus = 1
			uses = 1
			category = bb_tech
		} {
			name = SPA_a_great_maritime_power
			bonus = 1
			uses = 1
			category = cv_tech
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = SPA_a_great_maritime_power_4DY
		}
	}
}
### Entity: Character
Component: BAN_coi
Source: game
File: common/characters/BAN.txt

Code:
BAN_coi = {
	advisor = {
		slot = political_advisor
		idea_token = BAN_coi
		allowed = {
			original_tag = BAN
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Character
Component: minahasan_autonomist
Constructs: political_power_gain, autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
minahasan_autonomist = {
	sprite = 13
	random = no
	autonomy_gain = 0.1
	political_power_gain = -0.05
	consumer_goods_factor = -0.05
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_island_air_straits_1
Constructs: prerequisite, has_war, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_island_air_straits_1
	icon = GFX_goal_generic_forceful_treaty
	relative_position_id = MAL_the_island_air_straits
	ai_will_do = {
		factor = 2
	}
	x = 0
	y = 1
	prerequisite = {
		focus = MAL_the_island_air_straits
	}
	available = {
		has_war = yes
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_stability = -0.05
		add_ideas = extensive_conscription war_economy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: INS_bonifacius_cornelis_de_jonge
Source: game
File: common/characters/INS.txt

Code:
INS_bonifacius_cornelis_de_jonge = {
	name = INS_bonifacius_cornelis_de_jonge
	portraits = {
		civilian = {
			large = GFX_portrait_INS_bonifacius_jonge
		}
	}
	country_leader = {
		ideology = oligarchism
		traits = {
			INS_staunch_imperialist
		}
		expire = 1965.1.1.1
		id = -1
	} {
		ideology = conservatism
		traits = {
			INS_staunch_imperialist
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_dano-norwegian_deal
Constructs: prerequisite, owns_state, completion_reward, is_subject, is_in_faction_with, is_subject_of, add_state_core, remove_state_core
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_the_dano-norwegian_deal
	icon = GFX_goal_NOR_iceland
	prerequisite = {
		focus = NOR_three_brothers
	}
	x = 2
	y = 1
	relative_position_id = NOR_three_brothers
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		is_in_faction_with = DEN
		DEN = {
			OR = {
				AND = {
					owns_state = 337
					controls_state = 337
				} {
					any_country = {
						is_subject_of = DEN
						owns_state = 337
						controls_state = 337
					}
				}
			} {
				AND = {
					owns_state = 100
					controls_state = 100
				} {
					any_country = {
						is_subject_of = DEN
						owns_state = 100
						controls_state = 100
					}
				}
			}
		}
	}
	completion_reward = {
		add_state_core = 337 100
		effect_tooltip = {
			transfer_state = 337 100
			DEN = {
				remove_state_core = 337 100
				add_state_core = 998
			}
		}
		custom_effect_tooltip = NOR_the_dano-norwegian_deal_tt
		DEN = {
			country_event = {
				hours = 12
				id = naw_norway.50
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_20
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_20 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		naval_coordination = -0.15
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_aus
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_aus = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = AUS
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: Idea
Component: NAV_nccr
Source: game
File: common/ideas/navarra.txt

Code:
NAV_nccr = {
	picture = generic_navy_europe_2
	allowed = {
		original_tag = NAV
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expand_the_eastern_railway_networks
Constructs: prerequisite, completion_reward, has_tech, has_full_control_of_state, build_railway, add_compliance, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_expand_the_eastern_railway_networks
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = TUR_the_industrialization_of_central_anatolia
	}
	x = 2
	y = 1
	relative_position_id = TUR_the_industrialization_of_central_anatolia
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_tech = construction3
		has_full_control_of_state = 355
	}
	completion_reward = {
		build_railway = {
			path = {
				9954 10399 11739 4512 12387 7530
			}
		}
		350 = {
			add_compliance = 5
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		352 = {
			add_compliance = 5
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		354 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: MAN_leader_of_the_northeast_army
Source: game
File: common/country_leader/r56_traits.txt

Code:
MAN_leader_of_the_northeast_army = {
	random = no
	sprite = 13
	army_infantry_attack_factor = 0.15
	army_infantry_defence_factor = 0.05
	political_power_cost = 0.05
	experience_gain_army = 0.35
}
### Entity: Character
Component: ARG_victorio_codovilla
Constructs: has_government, has_dlc, has_country_leader
Source: game
File: common/characters/ARG.txt

Code:
ARG_victorio_codovilla = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				large = GFX_portrait_argentina_victorio_codovilla
			}
			army = {
				small = GFX_portrait_ARG_victorio_codovilla_small
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = ARG_victorio_codovilla
			allowed = {
				original_tag = ARG
			}
			traits = {
				communist_revolutionary
			}
			visible = {
				has_government = communism
			}
			available = {
				has_government = communism
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = ARG_victorio_codovilla
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ARG_victorio_codovilla
			allowed = {
				original_tag = ARG
			}
			traits = {
				communist_revolutionary
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_3
			}
		}
	}
}