Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: MEN_the_new_life_movement
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_the_new_life_movement = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = -0.05
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Wiki Documentation
Construct: Lists_of_pages
Source: wiki
File: wiki/Special%3ASpecialPages.html

Doc:
Lists of pages
All pages

All pages with prefix

Categories

Category tree

List of redirects

Pages with a page property

Search

Tracking categories
### Entity: National Focus
Tree: sau_focus
Component: SAU_concessions_to_standard_oil
Constructs: prerequisite, limit, has_war_with, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_concessions_to_standard_oil
	icon = GFX_goal_generic_befriend_united_states
	cost = 8
	prerequisite = {
		focus = SAU_solve_the_jafurah_dispute SAU_reject_the_riyadh_line
	}
	mutually_exclusive = {
		focus = SAU_2_Invite_the_Soviet_oil_barons SAU_invite_brabag SAU_deal_with_bp
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	completion_reward = {
		custom_effect_tooltip = available_designer generic_skip_one_line_tt
		show_ideas_tooltip = standard_oil_california_sau
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
	x = 1
	y = 1
	relative_position_id = SAU_solve_the_jafurah_dispute
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_artillery
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_artillery
	prerequisite = {
		focus = BHU_ammunitions
	} {
		focus = BHU_formalize_military_doctrine
	} {
		focus = BHU_fledgeling_industry
	}
	relative_position_id = BHU_ammunitions
	icon = GFX_goal_generic_army_artillery
	x = 0
	y = 1
	cost = 8
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			ahead_reduction = 1
			bonus = 0.5
			uses = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/JAP_1939_naval.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_heavy_1
			creator = JAP
			version_name = Kongo Class
		}
		name = Hiei
		requested_factories = 1
		progress = 0.9
		amount = 1
		industrial_manufacturer = mio:JAP_sasebo_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_super_heavy_1
			creator = JAP
			version_name = Yamato Class
		}
		name = Yamato
		requested_factories = 1
		progress = 0.1
		amount = 1
		industrial_manufacturer = mio:JAP_kure_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_carrier_2
			creator = JAP
			version_name = Shokaku Class
		}
		name = Shokaku
		requested_factories = 1
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:JAP_yokosuka_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = JAP
			version_name = Katori Class
		}
		name = Katori
		requested_factories = 1
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:JAP_yokosuka_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = JAP
			version_name = Katori Class
		}
		name = Kashima
		requested_factories = 1
		progress = 0.5
		amount = 1
		industrial_manufacturer = mio:JAP_yokosuka_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = JAP
			version_name = Kagero Class
		}
		name = Kagero
		requested_factories = 1
		progress = 0.85
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = JAP
			version_name = Kagero Class
		}
		name = Kuroshio
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = JAP
			version_name = Kagero Class
		}
		name = Oyashio
		requested_factories = 1
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = JAP
			version_name = Kagero Class
		}
		name = Hatsukaze
		requested_factories = 1
		progress = 0.65
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = JAP
			version_name = Kagero Class
		}
		name = Natsushio
		requested_factorie
# ... (truncated)
### Entity: Idea
Component: EAI_DD_8/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: FRA_alternate_plan_3_regular
Constructs: has_completed_focus, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/FRA_alternate_strategy_plan.txt

Code:
FRA_alternate_plan_3_regular = {
	name = France alternate plan 3: Kaiserreich Allies Britain
	desc = Behavior for France if Germany goes ahistorical and opposes Hitler, rebuilds the Kaiserreich, and then goes with Britain against France and the Commies.
	allowed = {
		original_tag = FRA
		NOT = {
			has_dlc = La Resistance
		}
	}
	enable = {
		GER = {
			OR = {
				has_completed_focus = GER_expatriate_the_communists GER_expatriate_the_communists_ww
			}
		}
		has_game_rule = {
			rule = FRA_ai_behavior
			option = DEFAULT
		}
	}
	abort = {

	}
	ai_national_focuses = {
		FRA_leftist_rhetoric FRA_national_mobilization FRA_join_comintern FRA_metropolitan_france FRA_industrial_expansion FRA_naval_rearmament FRA_capital_ship_focus FRA_defensive_focus FRA_fortification_focus FRA_infantry_focus FRA_artillery_focus FRA_heavy_armor_focus FRA_military_factories FRA_improved_screen_ships FRA_algerie_france FRA_extra_research_slot FRA_naval_doctrine FRA_alpine_forts FRA_extend_the_maginot_line FRA_army_reform FRA_air_focus FRA_fighter_focus FRA_cas_focus FRA_heavy_fighter_focus FRA_air_doctrine
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: toykan.7
Constructs: is_triggered_only, ai_chance
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.7
	title = toykan.7.t
	desc = toykan.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = toykan.7.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Idea
Component: generic_industrial_concern
Constructs: limit, has_allowed_idea_with_traits, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/zzz_generic.txt

Code:
generic_industrial_concern = {
	picture = generic_industrial_concern_1
	allowed = {
		NOT = {
			OR = {
				original_tag = GER ENG SOV FRA ITA JAP USA HUN FIN
			}
		} {
			has_allowed_idea_with_traits = {
				idea = industrial_concern
				limit = 1
			}
		} {
			AND = {
				OR = {
					original_tag = CHI PRC MAN SHX XSM GXC YUN SIK
				}
				has_dlc = Waking the Tiger
			}
		} {
			AND = {
				OR = {
					original_tag = MEX HOL
				}
				has_dlc = Man the Guns
			}
		} {
			AND = {
				OR = {
					original_tag = SPR SPA SPB SPC SPD
				}
				has_dlc = La Resistance
			}
		} {
			AND = {
				OR = {
					original_tag = BUL GRE TUR
				}
				has_dlc = Battle for the Bosporus
			}
		} {
			AND = {
				original_tag = ETH
				has_dlc = By Blood Alone
			}
		} {
			AND = {
				OR = {
					original_tag = ICE DEN
				}
				has_dlc = Arms Against Tyranny
			}
		} {
			AND = {
				original_tag = BRA
				has_dlc = Trial of Allegiance
			}
		} {
			AND = {
				OR = {
					original_tag = HUN AUS BEL COG
				}
				has_dlc = Gotterdammerung
			}
		} {
			AND = {
				OR = {
					original_tag = PER IRQ RAJ
				}
				has_dlc = Graveyard of Empires
			}
		} {
			AND = {
				OR = {
					original_tag = PHI SND HBC XIC GDC SIC NXM GSM KHM KUM
				}
				has_dlc = No Compromise, No Surrender
			}
		} {
			AND = {
				OR = {
					original_tag = SIA AST INS
				}
				has_dlc = Thunder at Our Gates
			}
		}
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: Unit Template
Component: LIT
Source: game
File: common/units/names/00_names.txt

Code:
LIT = {
	submarine = {
		prefix = 
		generic = {
			Povandeninis
		}
		unique = {
			Ronis Spidola
		}
	}
	destroyer = {
		prefix = 
		generic = {
			Nakintojas
		}
		unique = {

		}
	}
	light_cruiser = {
		prefix = 
		generic = {
			Sviesos Kreiseris
		}
		unique = {
			Silute Taurage Jurbarkas Alytus Trakai Druskininkai
		}
	}
	heavy_cruiser = {
		prefix = 
		generic = {
			Sunkiuju Kreiseris
		}
		unique = {
			Kaunas Moletai Vilnius Siauliai Plunge Palanga
		}
	}
	battle_cruiser = {
		prefix = 
		generic = {
			Linijinis Kreiseris
		}
		unique = {
			Silute Taurage Jurbarkas Alytus Trakai Druskininkai
		}
	}
	battleship = {
		prefix = 
		generic = {
			Sarvuotiniai
		}
		unique = {
			Kaunas Moletai Vilnius Siauliai Plunge Palanga
		}
	}
	carrier = {
		prefix = 
		generic = {
			Lektuvnesio
		}
		unique = {
			Silute Taurage Jurbarkas Alytus Trakai Druskininkai Dzkas Slis Skalvis
		}
	}
}
### Entity: Idea
Component: fleet_interoperability_navy_spirit
Constructs: has_dlc, research_bonus, has_doctrine
Source: game
File: common/ideas/navy_spirits.txt

Code:
fleet_interoperability_navy_spirit = {
	ledger = navy
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	research_bonus = {
		naval_equipment = 0.05
	}
	modifier = {
		naval_morale_factor = 0.2
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		} {
			factor = 2
			has_doctrine = broad_naval_support
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_bomber_modernization
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_bomber_modernization
	icon = GFX_goal_generic_air_bomber_new
	prerequisite = {
		focus = ARG_air_force_reform
	}
	mutually_exclusive = {
		focus = ARG_cas_innovation
	}
	x = 25
	y = 1
	cost = 5
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = ARG_bomber_modernization
				bonus = 1
				uses = 1
				category = heavy_air medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = ARG_bomber_modernization
				bonus = 1
				uses = 1
				category = cat_strategic_bomber tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_a_good_show
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_a_good_show
	icon = GFX_focus_ARG_keep_it_in_the_party
	relative_position_id = AUS_constrict_the_parliament
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_constrict_the_parliament
	}
	cost = 5
	completion_reward = {
		add_ideas = AUS_a_good_show
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, army_defence_factor, limit, has_war_with, add_stability, fire_only_once, army_attack_factor, add_political_power
Source: game
File: common/decisions/r56_china_decisions.txt

Code:
political_actions = {
	KMT_send_the_army_to_the_countryside = {
		icon = r56_decision_soldiers_icon
		allowed = {
			original_tag = CHI
		}
		available = {
			has_completed_focus = KMT_rural_reconstruction_movement
			has_war_with_major = no
			surrender_progress = < 0.1
		}
		visible = {
			has_completed_focus = KMT_expand_efforts_to_deal_with_national_devastation
		}
		complete_effect = {

		}
		cancel_trigger = {
			NOT = {
				has_war_with_major = no
				surrender_progress = < 0.1
			}
		}
		days_remove = 365
		modifier = {
			custom_modifier_tooltip = KMT_military_reconstruciton_tt
			army_attack_factor = -0.25
			army_defence_factor = -0.25
			army_morale_factor = -0.25
		}
		cost = 35
		ai_will_do = {
			factor = 50
		}
	}
	KMT_deal_with_economic_devastation_in_FROM = {
		icon = GFX_decision_generic_construction
		cost = 35
		ai_will_do = {
			base = 1
		}
		target_trigger = {
			FROM = {
				is_controlled_by = ROOT
				has_dynamic_modifier = {
					modifier = KMT_national_devastation
				}
			}
		}
		target_root_trigger = {
			any_controlled_state = {
				is_core_of = CHI
			}
		}
		visible = {
			NOT = {
				has_decision = KMT_send_the_army_to_the_countryside
			}
		}
		available = {
			FROM = {
				is_fully_controlled_by = ROOT
				all_neighbor_state = {
					controller = {
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
		}
		modifier = {
			civilian_factory_use = 2
		}
		state_target = yes
		fire_only_once = yes
		on_map_mode = map_only
		target_array = CHI.core_states
		days_remove = 150
		complete_effect = {

		}
		remove_effect = {
			IF = {
				limit = {
					FROM = {
						has_state_flag = KMT_eco_collapse_state_triggered
					}
				}
				custom_effect_tooltip = KMT_china_eco_dynamic_modifier_tt generic_skip_one_line_tt
				add_to_variable = {
					KMT_consumer_change_var = -0.25
					tooltip = KMT_consumer_change_var_0.25
				}
			}
			FROM = {
				remove_dynamic_modifier = {
					modifier = KMT_national_devastation
				}
			}
		}
	}
	KMT_deal_with_economic_devastation_in_FROM_scorched = {
		icon = GFX_decision_generic_construction
		cost = 45
		ai_will_do = {
			base = 1
		}
		target_trigger = {
			FROM = {
				is_controlled_by = ROOT
				has_dynamic_modifier = {
					modifier = KMT_national_devastation_scorched
				}
			}
		}
		target_root_trigger = {
			any_controlled_state = {
				is_core_of = CHI
			}
		}
		visible =
# ... (truncated)
### Entity: Character
Component: AST_billy_hughes
Constructs: has_completed_focus, limit, add_political_power, add_to_variable, has_country_leader, is_country_leader, check_variable
Source: game
File: common/characters/AST.txt

Code:
AST_billy_hughes = {
	name = AST_billy_hughes
	portraits = {
		civilian = {
			large = GFX_portrait_AST_billy_hughes
			small = GFX_portrait_AST_billy_hughes_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_billy_hughes
		allowed = {
			original_tag = AST
		}
		traits = {
			AST_wartime_soothsayer
		}
		always_show_on_actions_tooltip = yes
		on_add = {
			add_to_variable = {
				var = AST_uap_votes_daily_var
				value = 0.01
			}
			AST_votes_change_effect = yes
		}
		on_remove = {
			add_to_variable = {
				var = AST_uap_votes_daily_var
				value = -0.01
			}
			AST_votes_change_effect = yes
			owner = {
				IF = {
					limit = {
						has_completed_focus = AST_war_is_coming
						has_country_leader = {
							ruling_only = yes
							character = AST_joseph_lyons
						}
					}
					AST = {
						add_political_power = 35
					}
				}
				ELSE_IF = {
					limit = {
						has_completed_focus = AST_war_is_coming
					}
					add_political_power = 50
				}
			}
		}
		available = {
			is_country_leader = no
			OR = {
				AND = {
					has_completed_focus = AST_war_is_coming
					custom_trigger_tooltip = {
						tooltip = AST_uap_advisor_tt
						check_variable = {
							var = AST_ruling_party
							value = 0
							compare = equals
						}
					}
				}
				has_completed_focus = AST_absorb_the_uap
			}
		}
	}
}
### Entity: Character
Component: GER_reich_minister_of_armaments_todt
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_minister_of_armaments_todt = {
	sprite = 10
	random = no
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_arms_factory_factor = 0.1
	production_speed_dockyard_factor = 0.1
}
### Entity: Character
Component: POR_augusto_de_vasconcelos
Constructs: has_government, has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_augusto_de_vasconcelos = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = POR_augusto_de_vasconcelos
			allowed = {
				original_tag = POR
				NOT = {
					has_dlc = La Resistance
				}
			}
			traits = {
				compassionate_gentleman
			}
		}
		name = POR_augusto_de_vasconcelos
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_1
			}
		}
	} {
		allowed = {
			has_dlc = La Resistance
		}
		advisor = {
			slot = political_advisor
			idea_token = POR_augusto_de_vasconcelos
			allowed = {
				original_tag = POR
				has_dlc = La Resistance
			}
			traits = {
				democratic_reformer
			}
			do_effect = {
				NOT = {
					has_government = democratic
				}
			}
			name = POR_augusto_de_vasconcelos
			ai_will_do = {
				factor = 0.0
			}
		}
		name = POR_augusto_de_vasconcelos
		portraits = {
			army = {
				small = GFX_idea_por_augusto_de_vasconcelos
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_motorized_attachment
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_motorized_attachment = {
	NOT = {
		check_variable = {
			EAI_FOCUS/LAND/armor_focus = global.EAI_MOT_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_MOT_FOCUS
		}
	}
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/attachment = global.EAI_MOT_ATTACHMENT
		} {
			EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_MOT_ATTACHMENT
		}
		AND = {
			OR = {
				EAI_Motorized_Attachment_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/attachment EAI_FOCUS/LAND/attachment_OVERRIDE
			}
		}
	}
}
### Entity: Order of Battle
Component: Flota Romania de Mare
Source: game
File: history/units/ROM_1939_naval_legacy.txt

Code:
fleet = {
	name = Flota Romania de Mare
	naval_base = 657
	task_force = {
		name = Flota Romania de Mare
		location = 657
		ship = {
			name = NMS Marasti
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ROM
				}
			}
		} {
			name = NMS Marasesti
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ROM
				}
			}
		} {
			name = NMS Regele Ferdinand
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ROM
					version_name = Regele Ferdinand Class
				}
			}
		} {
			name = NMS Regina Maria
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ROM
					version_name = Regele Ferdinand Class
				}
			}
		} {
			name = NMS Delfinul
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = ROM
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_uplift_the_mountain_brigades
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_uplift_the_mountain_brigades
	icon = GFX_focus_secret_rearmament
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHI_strenghten_warlord_authority
	}
	relative_position_id = CHI_strenghten_warlord_authority
	mutually_exclusive = {
		focus = CHI_uplift_the_cavalry_regiments
	}
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_warlord_state_idea_2
			add_idea = CHI_warlord_state_idea_mnt
		}
		add_tech_bonus = {
			name = CHI_uplift_the_mountain_brigades
			bonus = 0.75
			uses = 1
			category = mountaineers_tech
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_lift_the_ban_on_other_political_parties
Constructs: prerequisite, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_lift_the_ban_on_other_political_parties
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = TUR_privatize_the_anadolu_agency
	}
	x = 0
	y = 1
	relative_position_id = TUR_privatize_the_anadolu_agency
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_war_support = 0.05
		hidden_effect = {
			country_event = {
				id = bftb_turkey.14
				days = 7
			}
		}
	}
}
### Entity: AI Strategy
Component: HUN_amphibious_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/HUN_tank.txt

Code:
HUN_amphibious_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		HUN
	}
	roles = {
		land_amphibious_tank
	}
	priority = {
		factor = 20
	}
	basic_amphibious_tank_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = amphibious_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_close_support_gun tank_small_cannon_2 tank_small_cannon
					}
				}
				turret_type_slot = tank_light_turret_type
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_close_support_gun tank_light_turret_type tank_bogie_suspension tank_riveted_armor tank_diesel_engine tank_light_two_man_tank_turret
		}
	}
}