Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_good_old_new_ways
Constructs: prerequisite, completion_reward, set_technology, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_good_old_new_ways
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = MON_ideological_loyalty_of_the_masses
	} {
		focus = MON_expand_universal_military_act
	}
	x = -1
	y = 1
	relative_position_id = MON_ideological_loyalty_of_the_masses
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = cat_r56_guerilla_warfare
		}
		custom_effect_tooltip = MON_good_old_new_ways_tt
		hidden_effect = {
			set_technology = {
				good_old_new_ways = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: nauru.4
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier, fire_only_once, add_offsite_building, has_opinion
Source: game
File: events/Nauru.txt

Code:
country_event = {
	id = nauru.4
	title = nauru.4.t
	desc = nauru.4.desc
	picture = GFX_news_event_CUB_st_louie
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = nauru.4.a
		ROOT = {
			add_ideas = NRU_phosphate_reservers_majors
			add_opinion_modifier = {
				target = FROM
				modifier = trade_deal_relations
			}
		}
		FROM = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = trade_deal_relations
			}
		}
		ai_chance = {
			base = 50
			modifier = {
				add = 50
				has_opinion = {
					target = FROM
					value = > 45
				}
			}
		}
	} {
		name = nauru.4.b
		FROM = {
			country_event = nauru.3
		}
		ai_chance = {
			base = 50
		}
	}
}
### Entity: AI Strategy
Component: ENG_garrison
Constructs: has_war_with, is_in_faction_with, has_capitulated
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_garrison = {
	allowed = {
		tag = ENG
	}
	enable = {
		is_in_faction_with = FRA
		FRA = {
			has_capitulated = yes
		}
		has_war_with = GER
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = 50
	}
}
### Entity: Idea
Component: cash_crop_farms_idea
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
cash_crop_farms_idea = {
	picture = generic_agrarian_society
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_expand_vaernepligten
Constructs: prerequisite, limit, add_ideas, add_war_support, has_country_flag, completion_reward, is_subject, add_manpower
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_expand_vaernepligten
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = DEN_sign_forsvarsforliget
	}
	relative_position_id = DEN_sign_forsvarsforliget
	x = 0
	y = 1
	cost = 5
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_war_support = 0.05
		add_manpower = 5000
		add_to_variable = {
			DEN_neglected_military_mobilization_speed = 0.1
		}
		custom_effect_tooltip = DEN_expand_vaernepligten_modifier_tt
		if = {
			limit = {
				check_variable = {
					DEN_neglected_military_mobilization_speed = 0
				} {
					DEN_neglected_military_surrender_limit = 0
				} {
					DEN_neglected_military_planning_speed = 0
				}
			}
			clear_variable = DEN_neglected_military_dynamic_modifier
		} {
			limit = {
				has_idea = disarmed_nation
			}
			add_ideas = volunteer_only
		}
		else_if = {
			limit = {
				has_idea = volunteer_only
			}
			add_ideas = limited_conscription
		}
	}
}
### Entity: AI Strategy
Component: USA_not_ally_sadabat_pact_if_better_alternative
Constructs: has_government, is_faction_leader
Source: game
File: common/ai_strategy/r56_USA.txt

Code:
USA_not_ally_sadabat_pact_if_better_alternative = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_government = democratic
		TUR = {
			is_faction_leader = yes
			has_government = neutrality
		}
		any_other_country = {
			is_faction_leader = yes
			has_government = democratic
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = TUR
		value = -65
	}
}
### Entity: Achievement
Component: oil_sheiks
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_resources_in_country
Source: game
File: common/achievements.txt

Code:
oil_sheiks = {
	id = 246
	possible = {
		tag = IRQ
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		IRQ = {
			has_resources_in_country = {
				resource = oil
				amount = > 499
				extracted = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_SOV_treat_COL_bad_untill_they_do_something_or_if_the_time_is_good
Constructs: has_completed_focus, has_government, has_war_with, is_faction_leader, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_treat_COL_bad_untill_they_do_something_or_if_the_time_is_good = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			has_government = communism
			is_faction_leader = yes
		}
		COL = {
			has_government = communism
			is_in_faction = no
		}
		country_exists = COL
	}
	abort = {
		OR = {
			date = > 1950.1.1
			SOV = {
				has_war_with = USA
			}
			COL = {
				OR = {
					AND = {
						has_war_together_with = SOV
						has_war_with = USA
					}
					has_completed_focus = COL_join_the_comintern
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = COL
		value = -100
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_kaproni_bulgarski
Constructs: prerequisite, limit, completion_reward, is_owned_by, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_kaproni_bulgarski
	prerequisite = {
		focus = BUL_reorganize_the_military_industry
	}
	icon = GFX_goal_generic_air_bomber
	relative_position_id = BUL_foreign_aircraft_designers
	x = 2
	y = 0
	cost = 10
	available = {
		212 = {
			is_owned_by = BUL
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		212 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = BUL_kaproni_bulgarski
			bonus = 0.5
			uses = 2
			category = cat_strategic_bomber tactical_bomber
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BUL_kaproni_bulgarski_organization
			mio:BUL_kaproni_bulgarski_organization = {
				add_mio_size = 3
			}
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = BUL_kaproni_bulgarski
		}
	}
}
### Entity: National Focus
Tree: philippines_focus
Component: PHI_commonwealth_of_the_philippines
Constructs: completion_reward, add_to_variable, add_timed_idea
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
		id = PHI_commonwealth_of_the_philippines
		icon = GFX_focus_PHI_commonwealth_of_the_philippines
		x = 21
		y = 0
		cost = 10
		available = {

		}
		bypass = {

		}
		available_if_capitulated = no
		completion_reward = {
			custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt generic_skip_one_line_tt
			add_to_variable = {
				PHI_the_great_depression_political_power_gain = 0.05
				tooltip = political_power_gain_tt
			}
			add_timed_idea = {
				idea = PHI_the_great_depression_temp_construction_speed
				days = 365
			}
		}
		search_filters = {
			FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
		}
	}
### Entity: National Focus
Tree: gre_focus
Component: GRE_support_equipment_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus, special_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_support_equipment_modernization
	icon = GFX_goal_generic_cavalry
	text = GRE_support_equipment_modernization
	prerequisite = {
		focus = GRE_army_reform
	}
	x = -2
	y = 1
	relative_position_id = GRE_army_reform
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 2
			category = support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: HOL_shell_shocked_spectator_3
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_shell_shocked_spectator_3 = {
	picture = hol_shell_shocked_spectator
	name = HOL_shell_shocked_spectator
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.1
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.03
	}
}
### Entity: Character
Component: ROM_gheorghe_mihail
Source: game
File: common/characters/ROM.txt

Code:
ROM_gheorghe_mihail = {
	name = ROM_gheorghe_mihail
	portraits = {
		army = {
			small = GFX_idea_ROM_gheorghe_mihail
		}
	}
	advisor = {
		slot = high_command
		idea_token = ROM_gheorghe_mihail
		ledger = army
		allowed = {
			original_tag = ROM
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_control_radio_transmissions
Constructs: prerequisite, has_war, add_ideas, completion_reward, is_special_project_completed, random_owned_controlled_state, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_control_radio_transmissions
	icon = GFX_goal_generic_radar
	cost = 5
	x = 0
	y = 1
	relative_position_id = LUX_increase_border_security
	prerequisite = {
		focus = LUX_increase_border_security
	}
	available = {
		is_special_project_completed = sp:sp_air_radar
		OR = {
			threat = > 0.2
			any_neighbor_country = {
				has_war = yes
			}
		}
		power_balance_value = {
			id = LUX_neutrality_balance
			value = > 0.5
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_building_construction = {
				type = radar_station
				level = 1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = r56_LUX_focused_radio_efforts
		add_tech_bonus = {
			name = LUX_control_radio_transmissions
			category = radar_tech
			bonus = 0.5
			uses = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Country History
Country: XSM
Component: XSM_technology
Constructs: set_technology
Source: game
File: history/countries/XSM - Xibei San Ma.txt

Code:
# Starting Technologies for XSM
set_technology = {
	infantry_weapons = 1
}
### Entity: Effect Reference
Construct: set_nationality
Constructs: set_nationality, add_nationality
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_nationality

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
Transfer from one country to another for the character in scope.
Note that this is not related to operative nationalities added via add_nationality.
Note that for operative, this will temporarily lock their slot on the country of origin.

Examples:
SOV = { # origin country
	my_character = {
	set_nationality = POL # target country
}
SOV = { # origin country
	set_nationality = {
		target_country = POL
		character = my_character
	}
}

```
### Entity: Wiki Documentation
Construct: html
Source: paradoxwiki
File: documentation/web/paradoxwiki/Building.html

Doc:
A required part of this site couldn’t load. This may be due to a browser
extension, network issues, or browser settings. Please check your
connection, disable any ad blockers, or try using a different browser.
### Entity: Idea
Component: den_international_volunteers_idea
Constructs: war_support_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_international_volunteers_idea = {
	removal_cost = -1
	picture = BEL_centralized_communist_government
	available = {
		has_government = communism
	}
	modifier = {
		communism_drift = 0.03
		war_support_factor = 0.2
		weekly_manpower = 300
	}
}
### Entity: National Focus
Tree: sic_focus
Component: SIC_develop_chongqing
Constructs: prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, add_to_variable, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIC_develop_chongqing
	icon = GFX_focus_PRC_urbanization
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SIC_the_governor_of_sichuan
	}
	relative_position_id = SIC_the_governor_of_sichuan
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = SIC_modify_sichuan_clique_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			SIC_sichuan_clique_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		} {
			SIC_sichuan_clique_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		}
		1037 = {
			IF = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
		}
	}
}
### Entity: Idea
Component: NOR_intelligence_compromised
Constructs: removal_cost, encryption_factor
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_intelligence_compromised = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SOV_scientist_defect
	modifier = {
		encryption_factor = -0.1
	}
	targeted_modifier = {
		tag = NOR
		defense_bonus_against = -0.1
	}
}
### Entity: Modifier Reference
Construct: convoy_retreat_speed
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## convoy_retreat_speed

* Number with 0 decimal places
* **Categories**: naval, unit_leader, defensive
### Entity: Character
Component: SIA_leader_of_the_senior_officers
Constructs: army_attack_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_leader_of_the_senior_officers = {
	sprite = 5
	random = no
	experience_gain_army = 0.3
	army_org_factor = 0.06
	army_attack_factor = 0.05
	high_command_cost_factor = -0.33
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_organize_the_government
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_organize_the_government
	icon = GFX_focus_generic_self_management
	x = 62
	y = 0
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: CSA_georges_deffontaine
Source: game
File: common/characters/CSA.txt

Code:
CSA_georges_deffontaine = {
	advisor = {
		slot = theorist
		idea_token = CSA_georges_deffontaine
		ledger = navy
		allowed = {
			original_tag = CSA
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
}
### Entity: Technology
Component: mountain_warfare_militias_tech
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	militia = {
		hills = {
			attack = 0.05
			movement = 0.1
		}
		mountain = {
			attack = 0.05
			movement = 0.1
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_unite_the_requetes
Constructs: prerequisite, remove_ideas, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_unite_the_requetes
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPA_head_the_junta_nacional
	}
	icon = GFX_goal_generic_military_sphere
	x = 0
	y = 1
	relative_position_id = SPA_head_the_junta_nacional
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = SPA_disjointed_carlist_juntas
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_red_europe
Constructs: prerequisite, has_government, is_major, completion_reward, is_on_continent, add_named_threat
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_red_europe
	icon = GFX_focus_ger_great_red_menace
	prerequisite = {
		focus = GER_the_proletarian_legion GER_strengthen_the_proletarian_international
	}
	x = 1
	y = 1
	relative_position_id = GER_the_proletarian_legion
	cost = 5
	available = {
		any_country = {
			capital_scope = {
				is_on_continent = europe
			}
			is_major = no
			NOT = {
				has_government = fascism
			} {
				has_government = communism
			}
		}
	}
	bypass = {

	}
	search_filters = {

	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_red_europe
		}
		custom_effect_tooltip = GER_spark_the_flame_of_revolution_red_europe_tt
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_the_capital_of_espionage
Constructs: prerequisite, has_war, add_ideas, owns_state, has_war_with, is_major, completion_reward
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_the_capital_of_espionage
	available = {
		owns_state = 112
		has_war = no
		OR = {
			AND = {
				ENG = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
				any_country = {
					is_major = yes
					has_war_with = ENG
				}
			} {
				GER = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
				any_country = {
					is_major = yes
					has_war_with = GER
				}
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_strengthen_the_regime
	}
	icon = GFX_goal_generic_intelligence_exchange
	x = -2
	y = 1
	relative_position_id = POR_strengthen_the_regime
	cost = 10
	completion_reward = {
		add_ideas = POR_the_capital_of_espionage
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_exclude_the_slovaks
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, owns_state, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_exclude_the_slovaks
	icon = GFX_goal_generic_propaganda
	mutually_exclusive = {
		focus = CZE_national_fascism
	}
	prerequisite = {
		focus = CZE_czech_fascism
	}
	x = 2
	y = 2
	relative_position_id = CZE_go_right
	cost = 5
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 2
			has_completed_focus = CZE_german_leanings
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		fascism = > 0.6
	}
	bypass = {
		NOT = {
			owns_state = 70 71 73 664
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = CZE_divided_nation
			}
			remove_ideas = CZE_divided_nation
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_timed_idea = {
			idea = CZE_czech_fascism_idea
			days = 1095
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		country_event = {
			days = 6
			random_days = 5
			id = czech.14
		}
	}
}
### Entity: Unit Template
Component: SOV_CITIES
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		SOV
	}
	can_use = {
		NOT = {
			has_government = fascism neutrality
		}
	}
	type = ship
	unique = {
		Moskva Leningrad Oryol Kiyev Minsk Stalingrad Sevastopol Novorossysk Rostov-na-Donu Tula Kharkov Baku Tblisi Arkhangelsk Vladivostok Kirov Astrakhan Kalinin Murmansk Tashkent Ashkhabad Alma-Ata Kerch Azov Yekaterinburg Smolensk Kazan Gorky Chelyabinsk Omsk Yaroslavl Novosibirsk Petrozavodsk Samara Petropavlovsk Ufa Perm Barnaul Orenburg Tomsk Kemerovo Ivanovo Krasnoyarsk Samarkand Khabarovsk Ulan Ude Frunze Chita Irkutsk Krasnodar Izhevsk Ulyanovsk Novokuznetsk Penza Kursk Magnitogorsk Tyumen Dushanbe Kyzyl Cheboksary Stavropol Bryansk Belgorod Novgorod Chernigov Voronezh Tambov Saratov Engels Tallin Riga Voroshilov
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_improve_militia_formations
Constructs: prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_improve_militia_formations
	icon = GFX_goal_generic_multinational_army
	prerequisite = {
		focus = MON_revive_forgotten_doctrines
	}
	x = 1
	y = 1
	relative_position_id = MON_revive_forgotten_doctrines
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = MON_improved_militia_tt
		hidden_effect = {
			set_technology = {
				improved_militia = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_armor_tech_1
Constructs: fire_only_once, has_project_flag, add_tech_bonus, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_armor_tech_1 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_armor_tech_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_armor_tech
		iteration_output = {
			country_effects = {
				add_tech_bonus = {
					name = sp_land_generic_reward_option_armor_tech_bonus_name
					bonus = 0.1
					uses = 1
					category = armor
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_armor_tech_flag
				}
			}
		}
	}
}
### Entity: Idea
Component: TUR_debt_council
Constructs: has_country_flag, has_dlc, research_bonus, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_debt_council = {
	picture = tur_odpa
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	available = {
		NOT = {
			has_country_flag = TUR_debt_council_reined_in_flag
		}
	}
	visible = {
		NOT = {
			has_country_flag = TUR_debt_council_reined_in_flag
		}
	}
	research_bonus = {
		industry = 0.05
	}
	removal_cost = -1
	traits = {
		the_council_on_the_management_of_turkish_debt
	}
}
### Entity: Idea
Component: SPR_compania_telefonica_nacional
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_compania_telefonica_nacional = {
	picture = SPR_compania_telefonica_nacional
	allowed = {
		has_dlc = La Resistance
		original_tag = SPR
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			controls_state = 41
		}
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: Character
Component: POL_infrastructure_emphasis
Constructs: mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_infrastructure_emphasis = {
	random = no
	sprite = 6
	production_speed_infrastructure_factor = 0.1
	mobilization_speed = 0.1
	land_reinforce_rate = 0.01
}
### Entity: Modifier Reference
Component: ship_experience_bonus_max
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
ship_experience_bonus_max = {
	naval_damage_factor = 0.3
	naval_defense_factor = 0.2
}