Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: JAP_sasebo_naval_arsenal_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, add_trait, equipment_bonus, production_bonus, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_sasebo_naval_arsenal_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_sasebo_naval_arsenal
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	add_trait = {
		token = JAP_mio_trait_torpedo_reloads
		name = JAP_mio_trait_torpedo_reloads
		icon = GFX_generic_mio_department_icon_ship_screen_ship_offense
		special_trait_background = yes
		relative_position_id = generic_mio_trait_raiding_submarines
		all_parents = {
			generic_mio_trait_raiding_submarines
		}
		position = {
			x = 2
			y = 1
		}
		limit_to_equipment_type = {
			screen_ship submarine
		}
		equipment_bonus = {
			torpedo_attack = 0.1
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_type_97_torpedo_control_director
		name = JAP_mio_trait_type_97_torpedo_control_director
		icon = GFX_generic_mio_trait_icon_torpedo_attack
		special_trait_background = yes
		relative_position_id = generic_mio_trait_high_quality_optics
		any_parent = {
			generic_mio_trait_high_quality_optics generic_mio_trait_spotting_tops
		}
		position = {
			x = 1
			y = 1
		}
		limit_to_equipment_type = {
			screen_ship
		}
		equipment_bonus = {
			naval_torpedo_hit_chance_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_naval_arsenal_trait
		name = JAP_mio_trait_naval_arsenal_trait
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		relative_position_id = JAP_mio_trait_strength_in_numbers
		position = {
			x = -1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_naval_faction_is_not_subdued = yes
			}
		}
		on_complete = {

		}
		organization_modifier = {

		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_strength_in_numbers
		name = JAP_mio_trait_strength_in_numbers
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = generic_mio_trait_high_speed_raiding
		position = {
			x = 2
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_seek_strength_in_numbers
				NOT = {
					has_country_flag = JAP_mio_trait_strength_in_numbers_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_i
# ... (truncated)
### Entity: Special Project
Component: sp_land_generic_reward_artillery_bonus_3
Constructs: fire_only_once, has_project_flag, equipment_bonus, add_breakthrough_progress, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_artillery_bonus_3 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_artillery_bonus_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_artillery_bonus
		iteration_output = {
			equipment_bonus = {
				artillery = {
					soft_attack = 0.02
				}
				anti_tank = {
					hard_attack = 0.02
				}
				anti_air = {
					air_attack = 0.02
				}
			}
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.medium
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_artillery_bonus_flag
				}
			}
		}
	}
}
### Entity: Decision
Component: special_projects
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
special_projects = {
	icon = generic_prospect_for_resources
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: Character
Component: militant_minister_2
Constructs: fascism_drift, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
militant_minister_2 = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	fascism_drift = 0.05
	neutrality_drift = 0.1
	fascism_acceptance = 40
}
### Entity: Character
Component: POL_maria_koszutska
Source: game
File: common/characters/POL.txt

Code:
POL_maria_koszutska = {
	name = POL_maria_koszutska
	portraits = {
		civilian = {
			large = GFX_portrait_POL_maria_koszutska
		}
	}
	gender = female
	country_leader = {
		ideology = marxism
		traits = {
			leftist_independent
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_armament_rationalization
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_armament_rationalization
	icon = GFX_focus_generic_military_industry
	prerequisite = {
		focus = GER_zentrale_planung
	}
	x = -1
	y = 1
	relative_position_id = GER_zentrale_planung
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			GER_industrial_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			GER_industrial_production_factory_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			GER_industrial_production_factory_efficiency_gain_factor = 0.05
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			GER_industrial_production_factory_start_efficiency_factor = 0.05
			tooltip = production_factory_start_efficiency_factor_tt
		} {
			GER_industrial_line_change_production_efficiency_factor = 0.05
			tooltip = line_change_production_efficiency_factor_tt
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_border_brigades
Constructs: prerequisite, completion_reward, load_oob
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_border_brigades
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = CZE_complete_the_shift_towards_static_defence CZE_return_to_mobile_defence
	}
	x = 4
	y = 1
	relative_position_id = CZE_complete_the_shift_towards_static_defence
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = new_template_tt CZE_border_brigades_tooltip_reward
		hidden_effect = {
			load_oob = CZE_border_brigades
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Idea
Component: SPA_awaiting_the_rebellion
Constructs: political_power_gain
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_awaiting_the_rebellion = {
	picture = generic_morale_bonus
	allowed = {
		tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_gain = -1
	}
}
### Entity: Unit Template
Component: KUR_MEC_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/KUR_names_divisions.txt

Code:
KUR_MEC_02 = {
	name = Mechanized Division
	for_countries = {
		KUR
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		light_armor medium_armor mechanized
	}
	link_numbering_with = {
		KUR_INF_02
	}
	fallback_name = %dème Div. d'Infanterie Mécanisée
	ordered = {
		1 = {
			%dère Div. d'Infanterie Mécanisée
		}
		2 = {
			%dème Div. d'Infanterie Mécanisée
		}
		3 = {
			%dème Div. d'Infanterie Mécanisée
		}
		4 = {
			%dème Div. d'Infanterie Mécanisée
		}
		5 = {
			%dème Div. d'Infanterie Mécanisée
		}
		6 = {
			%dème Div. d'Infanterie Mécanisée
		}
		7 = {
			%dème Div. d'Infanterie Mécanisée
		}
		8 = {
			%dème Div. d'Infanterie Mécanisée
		}
		9 = {
			%dème Div. d'Infanterie Mécanisée
		}
		10 = {
			%dème Div. d'Infanterie Mécanisée
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_HUN_joins_axis_0
Constructs: is_historical_focus_on, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_HUN_joins_axis_0 = {
	allowed = {
		tag = HUN
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			HUN = {
				is_in_faction = yes
			} {
				has_war_together_with = GER
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		target = join_faction
		value = -500
	} {
		type = diplo_action_acceptance
		id = GER
		target = offer_join_faction
		value = -500
	}
}
### Entity: Idea
Component: ISR_suez_pressure_3
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_suez_pressure_3 = {
	picture = generic_economic_crisis
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
		stability_factor = -0.09
		consumer_goods_factor = 0.09
	}
}
### Entity: Event
Component: sweden_aland.13
Constructs: is_triggered_only, add_core_of, create_wargoal, take_state_focus
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_aland.13
	title = sweden_aland.13.t
	desc = sweden_aland.13.d
	picture = GFX_report_event_aland_demand
	is_triggered_only = yes
	option = {
		145 = {
			add_core_of = SWE
		}
		name = sweden_aland.13.a
		create_wargoal = {
			type = take_state_focus
			target = FIN
			generator = {
				145
			}
		}
	}
}
### Entity: Unit Template
Component: CAN_GAR_01
Source: game
File: common/units/names_divisions/CAN_names_divisions.txt

Code:
CAN_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		CAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d District Militia
	ordered = {
		1 = {
			%dst District Militia
		}
		2 = {
			%dnd District Militia
		}
		3 = {
			%drd District Militia
		}
		4 = {
			%dth District Militia
		}
		5 = {
			%dth District Militia
		}
		6 = {
			%dth District Militia
		}
		7 = {
			%dth District Militia
		}
		10 = {
			%dth District Militia
		}
		11 = {
			%dth District Militia
		}
		12 = {
			%dth District Militia
		}
		13 = {
			%dth District Militia
		}
		14 = {
			%dth District Militia
		}
		15 = {
			%dth District Militia
		}
		16 = {
			%dth District Militia
		}
		17 = {
			%dth District Militia
		}
		18 = {
			%dth District Militia
		}
		19 = {
			%dth District Militia
		}
		20 = {
			%dth District Militia
		}
		21 = {
			%dst District Militia
		}
		22 = {
			%dnd District Militia
		}
		23 = {
			%drd District Militia
		}
		24 = {
			%dth District Militia
		}
		25 = {
			%dth District Militia
		}
		26 = {
			%dth District Militia
		}
		27 = {
			%dth District Militia
		}
		28 = {
			%dth District Militia
		}
		29 = {
			%dth District Militia
		}
		30 = {
			%dth District Militia
		}
		31 = {
			%dst District Militia
		}
		32 = {
			%dnd District Militia
		}
		33 = {
			%drd District Militia
		}
		34 = {
			%dth District Militia
		}
		35 = {
			%dth District Militia
		}
		36 = {
			%dth District Militia
		}
		37 = {
			%dth District Militia
		}
		38 = {
			%dth District Militia
		}
		39 = {
			%dth District Militia
		}
		40 = {
			%dth District Militia
		}
		41 = {
			%dst District Militia
		}
		42 = {
			%dnd District Militia
		}
		43 = {
			%drd District Militia
		}
		44 = {
			%dth District Militia
		}
		45 = {
			%dth District Militia
		}
		46 = {
			%dth District Militia
		}
		47 = {
			%dth District Militia
		}
		48 = {
			%dth District Militia
		}
		49 = {
			%dth District Militia
		}
		51 = {
			%dst District Militia
		}
		52 = {
			%dnd District Militia
		}
		53 = {
			%drd District Militia
		}
	}
}
### Entity: Character
Component: lithuanian_fuhrer
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
lithuanian_fuhrer = {
	random = no
	political_power_factor = 0.1
	war_support_factor = 0.1
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_establish_nauru_pacific_line
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, has_idea, allow_branch
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_establish_nauru_pacific_line
	icon = GFX_goal_generic_construct_shipyards
	relative_position_id = NRU_continue_phosphate_mining
	available = {
		has_idea = NRU_commander_ridge_phosphate
	}
	prerequisite = {
		focus = GEN_Naval_Effort
	}
	allow_branch = {
		original_tag = NRU
	}
	x = -7
	y = 1
	cost = 5
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy
			amount = 35
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_bring_in_foreign_advisors
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_bring_in_foreign_advisors
	icon = GFX_focus_SOV_flying_clubs
	prerequisite = {
		focus = ETH_debre_zeyit_air_force_training_center
	}
	mutually_exclusive = {
		focus = ETH_ethiopian_officers
	}
	x = 1
	y = 1
	relative_position_id = ETH_debre_zeyit_air_force_training_center
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.25
			has_government = neutrality
			has_completed_focus = ETH_boarding_the_train
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = available_chief_of_airforce generic_skip_one_line_tt ETH_bring_in_foreign_advisors_tt
		show_ideas_tooltip = ETH_carl_gustav_von_rosen
		add_to_variable = {
			ETH_airforce_enemy_army_bonus_air_superiority_factor = -0.05
		} {
			ETH_airforce_air_doctrine_cost_factor = -0.05
		} {
			ETH_airforce_air_accidents_factor = -0.15
		}
		ETH_improve_airforce_spirit_effect = yes
	}
}
### Entity: Event
Component: tfv_new_zealand.1
Constructs: is_triggered_only, ai_chance, has_government, add_to_faction
Source: game
File: events/TFV_New_Zealand.txt

Code:
country_event = {
	id = tfv_new_zealand.1
	title = tfv_new_zealand.1.t
	desc = tfv_new_zealand.1.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = tfv_new_zealand.1.a
		ai_chance = {
			base = 90
			modifier = {
				NZL = {
					NOT = {
						has_government = communism
					}
				}
				factor = 0
			}
		}
		add_to_faction = NZL
		NZL = {
			country_event = {
				id = tfv_new_zealand.2
				hours = 6
			}
		}
	} {
		name = tfv_new_zealand.1.b
		ai_chance = {
			base = 0
			modifier = {
				NZL = {
					NOT = {
						has_government = communism
					}
				}
				add = 100
			}
		}
		NZL = {
			country_event = {
				id = tfv_new_zealand.3
				hours = 6
			}
		}
	}
}
### Entity: State History
Component: 1038
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1038-Kyme.txt

Code:
state = {
	id = 1038
	name = STATE_1038
	manpower = 43457
	state_category = rural
	history = {
		owner = FIN
		add_core_of = FIN
		add_to_array = {
			state_victory_points = 3061
		} {
			state_victory_points = 9183
		} {
			state_victory_points = 6082
		}
		victory_points = {
			3061 2
		} {
			9183 1
		} {
			6082 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		52 139 3061 6082 6186 9183 11056 13105
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_direct_funds_from_the_military_towards_development
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_direct_funds_from_the_military_towards_development
	icon = GFX_focus_generic_reduce_unneccessary_expenditure
	prerequisite = {
		focus = SIA_shuffle_pridi_to_the_minister_of_interior
	}
	x = 2
	y = 0
	relative_position_id = SIA_sideline_disloyal_officers
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_redirected_military_funds
			days = 365
		}
		custom_effect_tooltip = newline_tt
		SIA_decrease_military_approval = yes
		SIA_increase_civilian_approval = yes
	}
}
### Entity: Shared Focus
Component: ARAB_mechanization_effort
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_tech_bonus
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_mechanization_effort
	icon = GFX_goal_mechanized_offensive
	text = ABC_mechanization_effort
	prerequisite = {
		focus = ARAB_establish_a_armor_corp
	} {
		focus = ARAB_motorization_effort
	}
	x = 1
	y = 1
	relative_position_id = ARAB_establish_a_armor_corp
	cost = 10
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		add_tech_bonus = {
			name = FRA_mechanized_focus
			ahead_reduction = 0.5
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = FRA_mechanized_focus
			ahead_reduction = 0.5
			bonus = 0.5
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_special_forces
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_special_forces
	icon = GFX_goal_generic_special_forces
	text = GRE_special_forces
	prerequisite = {
		focus = GRE_land_doctrine_1
	}
	x = 13
	y = 5
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_jaeger_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 2
				category = r56_special_forces_training_tech
			}
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: VEN_paramilitarism_buff2
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_paramilitarism_buff2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascist_army
	modifier = {
		training_time_army_factor = -0.1
		conscription = 0.025
	}
}
### Entity: Order of Battle
Component: Divisione F. Coloniale Arabo-Somala
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ITA_1936.txt

Code:
division = {
	name = Divisione F. Coloniale Arabo-Somala
	location = 2020
	division_template = Divisione Ascari Somala
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ITA
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_UPGRADE_mechanized_eq
Constructs: has_equipment, has_tech
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_UPGRADE_mechanized_eq = {
	enable = {
		has_equipment = {
			mechanized_equipment = < 1000
		}
		OR = {
			AND = {
				EAI_STRATEGY_use_rangers = yes
				has_tech = ski_troops
			}
			NOT = {
				EAI_STRATEGY_use_rangers = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = mechanized_equipment_1
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = mechanized_equipment_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = mechanized_equipment_3
		value = 100
	}
}
### Entity: Scripted Effect
Component: DEN_venstre_takes_over
Constructs: limit, has_government, set_politics, add_country_leader_role, is_country_leader, set_party_name
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_venstre_takes_over = {
	if = {
		limit = {
			NOT = {
				has_government = democratic
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			long_name = DEN_democratic_venstre_party
			name = DEN_democratic_venstre_party_long
		}
		DEN_knud_kristensen = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = liberalism
					traits = {
						DEN_venstre
					}
					expire = 1965.1.1.1
				}
			}
		}
	}
	else_if = {
		limit = {
			DEN_knud_kristensen = {
				is_country_leader = no
			}
		}
		DEN_remove_democratic_leader = yes
		set_party_name = {
			ideology = democratic
			name = DEN_democratic_venstre_party
			long_name = DEN_democratic_venstre_party_long
		}
		DEN_knud_kristensen = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = liberalism
					traits = {
						DEN_venstre
					}
					expire = 1965.1.1.1
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AGeneric_national_focus_tree.jpg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 720 pixels. Other resolution: 1,792 × 1,008 pixels.
Original file &#8206;(1,792 × 1,008 pixels, file size: 937 KB, MIME type: image/jpeg)
### Entity: National Focus
Tree: tur_focus
Component: TUR_annul_the_ankara_anlasmasi
Constructs: prerequisite, limit, has_government, completion_reward, add_state_claim, add_state_core, has_global_flag, is_in_faction_with
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_annul_the_ankara_anlasmasi
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = TUR_misak_i_milli
	}
	x = 4
	y = 1
	relative_position_id = TUR_misak_i_milli
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_claim = 677 680 291
		add_state_core = 676
		if = {
			limit = {
				has_global_flag = TUR_soviets_keeping_eye_on_turkey
				TUR = {
					is_in_faction_with = SOV
					is_faction_leader = no
				}
				SOV = {
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 677 680 676 291
						}
					}
				}
			}
			SOV = {
				country_event = {
					id = bftb_turkey.138
				}
			}
		}
		else_if = {
			limit = {
				has_global_flag = TUR_soviets_faction_warning
				TUR = {
					is_in_faction_with = SOV
					is_faction_leader = no
				}
				SOV = {
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 677 680 676 291
						}
					}
				}
			}
			SOV = {
				country_event = {
					id = bftb_turkey.139
				}
			}
		} {
			limit = {
				has_global_flag = TUR_fascist_faction_leader_keeping_eye_on_turkey
				var:faction_leader = {
					has_government = fascism
				}
				TUR = {
					is_in_faction = yes
					is_faction_leader = no
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 677 680 676 291
						}
					}
				}
			}
			var:faction_leader = {
				country_event = {
					id = bftb_turkey.138
				}
			}
		} {
			limit = {
				has_global_flag = TUR_fascist_faction_leader_warned_turkey
				var:faction_leader = {
					has_government = fascism
				}
				TUR = {
					is_in_faction = yes
					is_faction_leader = no
					any_allied_country = {
						NOT = {
							tag = TUR
						}
						OR = {
							controls_state = 677 680 676 291
						}
					}
				}
			}
			var:faction_leader = {
				country_event = {
					id = bftb_turkey.139
				}
			}
		}
	}
}
### Entity: Event
Component: lithuania.41
Constructs: is_triggered_only, random_days
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.41
	title = lithuania.41.t
	desc = lithuania.41.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.41.a
		hidden_effect = {
			country_event = {
				id = lithuania.42
				days = 20
				random_days = 10
			}
		}
	}
}