Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_border_conflict_escalation.1
Constructs: is_triggered_only, save_event_target_as
Source: game
File: events/WTT_border_conflict_events.txt

Code:
country_event = {
	id = wtt_border_conflict_escalation.1
	title = wtt_border_conflict_escalation.1.t
	desc = wtt_border_conflict_escalation.1.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	immediate = {
		save_event_target_as = our_country
		FROM = {
			save_event_target_as = their_country
		}
	}
	option = {
		name = wtt_border_conflict_escalation.1.a
	}
}
### Entity: Character
Component: PER_hasan_arfa
Constructs: has_dlc
Source: game
File: common/characters/PER.txt

Code:
PER_hasan_arfa = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = PER_hasan_arfa
		portraits = {
			army = {
				large = GFX_portrait_PER_hasan_arfa
				small = GFX_portrait_PER_hasan_arfa_small
			}
		}
		corps_commander = {
			traits = {
				desert_fox
			}
			skill = 3
			attack_skill = 3
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = PER_hasan_arfa
		portraits = {
			army = {
				large = GFX_Portrait_Arabia_Generic_land_2
				small = GFX_Portrait_Arabia_Generic_land_2_small
			}
		}
		corps_commander = {
			traits = {
				desert_fox
			}
			skill = 3
			attack_skill = 3
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_support_allied_espionage
Constructs: prerequisite, has_government, completion_reward, is_power_balance_in_range, has_intelligence_agency, allow_branch, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_support_allied_espionage
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = SWI_ban_foreign_nazi_propaganda
	}
	relative_position_id = SWI_ban_foreign_nazi_propaganda
	x = -7
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.75
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
		has_government = democratic
		has_intelligence_agency = yes
		any_other_country = {
			SWI_is_democratic_to_balance = yes
		}
	}
	allow_branch = {
		SWI_bba_lar = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = SWI_offer_intel_support
	}
}
### Entity: AI Strategy
Component: SOV_dont_ally_us_soviet_civil_was
Constructs: has_global_flag
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_dont_ally_us_soviet_civil_was = {
	allowed = {
		always = yes
	}
	enable = {
		has_global_flag = SOV_soviet_civil_war
		NOT = {
			original_tag = SOV
		}
	}
	abort = {
		has_global_flag = SOV_soviet_civil_war_over
	}
	ai_strategy = {
		type = alliance
		id = SOU
		value = -500
	}
}
### Entity: Unit Leader
Component: commando
Constructs: gain_xp, has_combat_modifier
Source: game
File: common/unit_leader/00_traits.txt

Code:
commando = {
	type = corps_commander
	gain_xp = {
		OR = {
			temperature = < -15 > 27
			has_combat_modifier = paradrop amphibious_attack
		}
	}
	cost = 700
	modifier = {
		out_of_supply_factor = -0.25
	}
	ai_will_do = {
		factor = 1
	}
	gui_row = 10
	slot = high_command
	specialist_advisor_trait = army_commando_1
	expert_advisor_trait = army_commando_2
	genius_advisor_trait = army_commando_3
}
### Entity: Idea
Component: JAP_strong_unions_idea
Constructs: stability_factor, production_speed_buildings_factor, removal_cost, communism_drift, democratic_drift
Source: game
File: common/ideas/japan.txt

Code:
JAP_strong_unions_idea = {
	picture = FIN_finnish_federation_of_trade_unions
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.02
		production_factory_max_efficiency_factor = 0.05
		stability_factor = 0.05
		communism_drift = 0.03
		democratic_drift = 0.03
	}
}
### Entity: Faction
Component: faction_goal_expand_bermuda_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_bermuda_bases = {
	name = expand_bermuda_bases_goal_name
	description = expand_bermuda_bases_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		696 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		696 = {
			air_base = > 1
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 2
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 696
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_ATTACHE_send_attache
Constructs: limit, add_ideas, has_country_flag, set_temp_variable, add_to_temp_variable, check_variable, add_command_power, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_attache_effects.txt

Code:
EAI_ATTACHE_send_attache = {
	if = {
		limit = {
			THIS = {
				NOT = {
					EAI_ATTACHE_has_received_attache_from_ROOT = yes
				}
				EAI_ATTACHE_is_valid_attache_target = yes
			}
			ROOT = {
				set_temp_variable = {
					_check_pp = 100
				} {
					temp2 = command_power
				}
				EAI_PP_has_check_pp = yes
				add_to_temp_variable = {
					temp2 = EAI_XP_stored_cp
				}
				NOT = {
					check_variable = {
						temp2 = < 50
					}
				}
			}
		}
		ROOT = {
			set_temp_variable = {
				_pp_cost = _check_pp
			}
			EAI_PP_pay_pp_cost = yes
			if = {
				limit = {
					has_country_flag = EAI_pp_logging
				}
				log = SOURCE: EAI_ATTACHE_send_attache
			} {
				limit = {
					has_country_flag = EAI_attache_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | ATTACHE: sent attache to [PREV.GetName]
			}
			add_command_power = EAI_XP_stored_cp -50
			set_variable = {
				EAI_XP_stored_cp = 0
			} {
				EAI_attache_target = PREV.id
			}
			add_ideas = EAI_attache_sent
		}
		THIS = {
			add_ideas = EAI_attache_received
			add_to_array = {
				EAI_attache_senders = ROOT.id
			}
			set_variable = {
				EAI_prev_army_xp_@ROOT = army_experience
			} {
				EAI_prev_air_xp_@ROOT = air_experience
			} {
				EAI_prev_navy_xp_@ROOT = navy_experience
			}
		}
	}
}
### Entity: Character
Component: incognito
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
incognito = {
	fascism_drift = 0.1
	drift_defence_factor = 0.15
}
### Entity: AI Strategy
Component: USA_britain_hostile
Constructs: has_government, is_historical_focus_on
Source: game
File: common/ai_strategy_plans/USA_alternate_strategy_plan.txt

Code:
USA_britain_hostile = {
	name = US plan against hostile Britain
	desc = Plan for the US in case of Britain being of a different ideology
	allowed = {
		original_tag = USA
	}
	enable = {
		is_historical_focus_on = no
		ENG = {
			not = {
				has_government = ROOT
			}
		}
	}
	abort = {

	}
	focus_factors = {
		USA_war_plan_red = 10
		USA_war_plan_crimson = 10
		USA_war_plan_ruby = 10
		USA_war_plan_scarlet_garnet = 10
		USA_intervention_in_europe = 20
		USA_intervention_in_the_americas = 10
		USA_destroyers_for_bases = 0
		USA_limited_intervention = 25
		USA_war_propaganda = 20
		USA_focus_on_asia = 0
	}
	ai_strategy = {
		type = support
		id = ENG
		value = -500
	} {
		type = support
		id = CAN
		value = -500
	} {
		type = support
		id = AST
		value = -500
	} {
		type = support
		id = NZL
		value = -500
	} {
		type = support
		id = RAJ
		value = -500
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_collectivize_farms
Constructs: prerequisite, has_government, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_collectivize_farms
	icon = GFX_focus_POL_agrarian_reform
	x = 1
	y = 1
	relative_position_id = CZE_strengthen_communism
	cost = 10
	prerequisite = {
		focus = CZE_strengthen_communism
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = POL_the_Agrarian_Reform_Focus
			days = 365
		}
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_undermine_theocracy
Constructs: prerequisite, limit, completion_reward, is_owned_by, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier, set_temp_variable
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_undermine_theocracy
	icon = GFX_goal_CRO_muslims_excluded
	prerequisite = {
		focus = ADU_unite_the_opposition
	}
	relative_position_id = ADU_unite_the_opposition
	x = 0
	y = 1
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		if = {
			limit = {
				any_state = {
					is_owned_by = ROOT
					has_dynamic_modifier = {
						modifier = islamists_placated
					}
				}
			}
			remove_dynamic_modifier = {
				modifier = islamists_placated
			}
		}
		173 = {
			add_dynamic_modifier = {
				modifier = islamist_opposition
			}
		}
		hidden_effect = {
			set_temp_variable = {
				var = ADU_popular_front_var
				value = party_popularity@democratic
			}
			add_to_temp_variable = {
				var = ADU_popular_front_var
				value = party_popularity@communism
			}
			multiply_temp_variable = {
				var = ADU_popular_front_var
				value = -0.3
			}
		}
		add_popularity = {
			ideology = neutrality
			popularity = ADU_popular_front_var
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_buy_aa_from_sweden
Constructs: prerequisite, limit, has_war_with, has_country_flag, completion_reward, has_capitulated, add_to_variable, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_buy_aa_from_sweden
	icon = GFX_focus_generic_befriend_sweden
	prerequisite = {
		focus = NOR_invest_in_airfields
	}
	x = 0
	y = 1
	relative_position_id = NOR_invest_in_airfields
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
		SWE = {
			exists = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_country_flag = NOR_luftforsvaret_flag
			}
			custom_effect_tooltip = NOR_modify_royal_air_force_dmod_TT
		}
		else = {
			custom_effect_tooltip = NOR_modify_air_force_dmod_TT
		}
		add_to_variable = {
			var = NOR.NOR_army_air_force_dmod_production_speed_anti_air_building_factor
			value = 0.25
			tooltip = production_speed_anti_air_building_factor_tt
		}
		mio:NOR_raufoss_ammunisjonsfabrikker_organization = {
			unlock_mio_trait_tooltip = SWE_bofors_fly_swatter
		}
		add_equipment_subsidy = {
			cic = 250
			equipment_type = anti_air_equipment
			seller_tags = {
				SWE
			}
		}
	}
}
### Entity: Idea
Component: KMT_corrupted_regime_10
Constructs: stability_factor, political_power_gain, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_corrupted_regime_10 = {
	name = KMT_corrupted_regime
	removal_cost = -1
	picture = ARG_political_corruption_modifier
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_gain = -0.035
		industrial_capacity_factory = -0.015
		stability_factor = -0.02
		drift_defence_factor = -0.025
		industry_free_repair_factor = -0.025
		production_factory_efficiency_gain_factor = -0.05
		fuel_gain_factor = -0.05
		economy_cost_factor = 0.05
	}
}
### Entity: Modifier Reference
Construct: Buil
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="state__max_level_terrain_limit"></span>state_<Building>_max_level_terrain_limit

* **Description**: Maximum allowed building level for terrain.
* Number with 0 decimal places
* **Categories**: state

* **Modified types**: air_base, air_facility, anti_air_building, arms_factory, bunker, canal_kiel, canal_panama, cataract_dam_mountain, coastal_bunker, commercial_nuclear_reactor, dam, dockyard, energy_infrastructure, fuel_silo, industrial_complex, industrial_infrastructure, infrastructure, land_facility, landmark_berlin_reichstag, landmark_berlin_volkshalle, landmark_big_ben, landmark_bojnice_castle, landmark_colosseum, landmark_cristo_redentor, landmark_eiffel_tower, landmark_forbidden_city, landmark_great_wall_section, landmark_hagia_sophia, landmark_hakko_ichiu, landmark_hofburg_palace, landmark_kremlin, landmark_nanjing_presidential_palace, landmark_nanjing_presidential_palace_gen, landmark_nanjing_presidential_palace_prc, landmark_national_diet, landmark_prague_castle, landmark_sadabad_complex, landmark_statue_of_liberty, landmark_taj_mahal, landmark_tokyo_imperial_palace, mega_gun_emplacement, naval_base, naval_facility, naval_headquarters, naval_supply_hub, nuclear_facility, nuclear_reactor, nuclear_reactor_heavy_water, radar_station, rail_way, rocket_site, stronghold_network, supply_node, synthetic_refinery
### Entity: Idea
Component: QAT_nccr
Source: game
File: common/ideas/qatar.txt

Code:
QAT_nccr = {
	picture = generic_navy_arab_2
	allowed = {
		original_tag = QAT
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: 1. Division Bretonne
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/BRI_home_guard.txt

Code:
division = {
	name = 1. Division Bretonne
	location = 3552
	division_template = Division Bretonne
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Character
Component: MRT_ncs
Source: game
File: common/characters/MRT.txt

Code:
MRT_ncs = {
	advisor = {
		slot = high_command
		idea_token = MRT_ncs
		ledger = navy
		allowed = {
			original_tag = MRT
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_anti_colonialism_events.5
Constructs: is_triggered_only, ai_chance, clr_country_flag, clear_variable
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_anti_colonialism_events.5
	title = BBA_ethiopia_anti_colonialism_events.5.t
	desc = BBA_ethiopia_anti_colonialism_events.5.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_battle
	option = {
		name = BBA_ethiopia_anti_colonialism_events.5.a
		ai_chance = {
			base = 10
		}
		ETH = {
			clr_country_flag = ETH_currently_demanding_peace_flag
		}
		clear_variable = global.african_revolt_country global.african_supporting_country global.african_colonial_country
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_preparing_for_the_inevitable
Constructs: every_owned_state, prerequisite, limit, add_ideas, add_war_support, completion_reward, is_capital, add_building_construction
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_preparing_for_the_inevitable
	prerequisite = {
		focus = ETH_mass_transit ETH_communal_agriculture
	}
	relative_position_id = ETH_mass_transit
	x = 2
	y = 1
	icon = GFX_goal_generic_fortify_city
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_war_support = 0.1
		every_owned_state = {
			limit = {
				is_capital = yes
			}
			add_building_construction = {
				type = bunker
				province = {
					all_provinces = yes
					limit_to_victory_point = > 8
				}
				level = 2
				instant_build = yes
			}
		}
		add_ideas = ETH_prepare_for_the_inevitable_idea
	}
}
### Entity: State History
Component: 815
Constructs: add_core_of
Source: game
File: history/states/815-Aukstaitija.txt

Code:
state = {
	id = 815
	name = STATE_815
	history = {
		owner = LIT
		victory_points = {
			6229 1
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = LIT
	}
	provinces = {
		530 6229 6376 9246 9374 9438 11226 11498
	}
	manpower = 161450
	buildings_max_level_factor = 1.0
	state_category = town
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_federal_universities
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_federal_universities
	icon = GFX_goal_research_silver
	prerequisite = {
		focus = BRA_R56_national_institutes
	} {
		focus = BRA_R56_polytechnical_colleges
	}
	relative_position_id = BRA_R56_polytechnical_colleges
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Effect Reference
Construct: supply_units
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## supply_units

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Give [hours] of supply to units being controlled by this leader. 
Example supply_units = 24
```
### Entity: Character
Component: air_air_superiority_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_air_superiority_1 = {
	sprite = 1
	air_superiority_efficiency = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Scripted Trigger
Component: NOR_broken_gun_trigger
Constructs: limit, has_idea
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_broken_gun_trigger = {
	if = {
		limit = {
			has_idea = NOR_broken_gun_ns_3
		}
		NOT = {
			has_idea = NOR_broken_gun_ns_3
		}
	}
	else_if = {
		limit = {
			has_idea = NOR_broken_gun_ns_2
		}
		NOT = {
			has_idea = NOR_broken_gun_ns_2
		}
	}
	else = {
		NOT = {
			has_idea = NOR_broken_gun_ns
		}
	}
}
### Entity: Order of Battle
Component: Shanghai Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = Shanghai Kichi Shubitai
	location = 7014
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: COG_jean_bolikango
Constructs: is_subject, has_global_flag
Source: game
File: common/characters/COG.txt

Code:
COG_jean_bolikango = {
	name = COG_jean_bolikango
	portraits = {
		civilian = {
			small = GFX_portrait_COG_jean_bolikango_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = COG_jean_bolikango
		allowed = {
			original_tag = COG
		}
		available = {
			OR = {
				is_subject = no
				has_global_flag = COG_evolue_in_politics
			}
		}
		traits = {
			teacher_and_independence_advocate
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Unit Template
Component: ENG_CA_COMMUNISM
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_CA_COMMUNISM = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = WLNS 
	fallback_name = Heavy Cruiser %s
	unique = {
		Cavendish Raleigh Imperieuse Orlando Blake Surrey Blenheim Hawkins Frobisher Effingham Cumberland Berwick Cornwall Suffolk Kent London Devonshire Shropshire Sussex Norfolk Dorsetshire York Exeter Edgar Hawke Endymion Grafton St. George Northumberland Crescent Powerful Terrible Diadem Niobe Amphitrite Ariadne Spartiate Hogue Bacchante Euryalus Drake Good Hope Essex Hampshire Carnarvon Antrim Roxburgh Argyll Cochrane
	}
}
### Entity: Idea
Component: ARM_organized_institutions
Constructs: has_government, removal_cost
Source: game
File: common/ideas/armenia.txt

Code:
ARM_organized_institutions = {
	picture = generic_political_support
	allowed = {
		original_tag = ARM
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		trade_laws_cost_factor = -0.25
		political_advisor_cost_factor = -0.33
		foreign_subversive_activites = -0.25
	}
}
### Entity: Idea
Component: TUR_second_five_year_plan_cakmak
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_second_five_year_plan_cakmak = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_second_five_year_plan_cakmak
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = 0.05
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: Idea
Component: GER_daimler_benz_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_daimler_benz_improved = {
	name = GER_daimler_benz
	picture = GER_daimler_benz
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_nationalize_ford_factories
	}
	cost = 150
	research_bonus = {
		armor = 0.1
	}
	equipment_bonus = {
		armor = {
			instant = yes
			build_cost_ic = -0.05
		}
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
		mechanized_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
	traits = {
		tank_manufacturer
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_gather_irgun
Constructs: add_equipment_to_stockpile, prerequisite, remove_ideas, has_war_with, completion_reward, add_popularity, unlock_decision_category_tooltip, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_gather_irgun
	icon = GFX_goal_ISR_irgun
	relative_position_id = ISR_call_diaspora_volunteers
	x = 4
	y = 1
	cost = 4
	prerequisite = {
		focus = ISR_call_diaspora_volunteers
	}
	mutually_exclusive = {
		focus = ISR_consolidate_haganah
	}
	available = {
		OR = {
			has_war_with = PAL JOR EGY SYR IRQ LEB
			PAL = {
				exists = no
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 100
		}
	}
	completion_reward = {
		hidden_effect = {
			remove_ideas = MPL_collapse_no_focus
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = ISR_significantly_strengthen_hatzohar generic_skip_one_line_tt
		unlock_decision_category_tooltip = MPL_foreign_support_category
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 200
		}
		add_to_variable = {
			ISR_hatzohar_max_seats = 5
		} {
			ISR_hatzohar_min_seats = 5
		} {
			ISR_general_zionists_max_seats = 4
		} {
			ISR_general_zionists_min_seats = 4
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}