Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: KOR_ryu_kong_sue_organization
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_ryu_kong_sue_organization = {
	name = KOR_ryu_kong_su
	include = generic_mobile_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		owner = {
			controls_state = 918
		}
	}
}
### Entity: Event
Component: naw_norway.4
Constructs: is_triggered_only, limit, has_government, has_country_flag, fire_only_once, has_civil_war, set_politics
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.4
	title = naw_norway.4.t
	desc = naw_norway.4.d
	picture = GFX_report_event_stortinget_1930_1935
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		OR = {
			has_government = democratic neutrality
		}
		NOT = {
			OR = {
				has_civil_war = yes
				has_country_flag = NOR_absolute_monarchy
			}
		}
	}
	option = {
		name = naw_norway.4.a
		hidden_effect = {
			if = {
				limit = {
					has_government = democratic
				}
				NOR = {
					set_politics = {
						ruling_party = democratic
						election_frequency = 48
						elections_allowed = yes
					}
				}
			} {
				limit = {
					has_government = neutrality
				}
				NOR = {
					set_politics = {
						ruling_party = neutrality
						election_frequency = 48
						elections_allowed = yes
					}
				}
			}
		}
	} {
		name = naw_norway.4.b
		hidden_effect = {
			if = {
				limit = {
					has_government = democratic
				}
				NOR = {
					set_politics = {
						ruling_party = democratic
						election_frequency = 48
						elections_allowed = yes
					}
				}
			} {
				limit = {
					has_government = neutrality
				}
				NOR = {
					set_politics = {
						ruling_party = neutrality
						election_frequency = 48
						elections_allowed = yes
					}
				}
			}
		}
	} {
		name = naw_norway.4.c
		hidden_effect = {
			if = {
				limit = {
					has_government = democratic
				}
				NOR = {
					set_politics = {
						ruling_party = democratic
						election_frequency = 48
						elections_allowed = yes
					}
				}
			} {
				limit = {
					has_government = neutrality
				}
				NOR = {
					set_politics = {
						ruling_party = neutrality
						election_frequency = 48
						elections_allowed = yes
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: LAT_submarine_contract_mtg.txt
Source: game
File: history/units/LAT_submarine_contract_mtg.txt

Code:
units = {
	navy = {
		name = Zemūdens Flote
		base = 9340
		location = 9340
		ship = {
			name = Ciltvaira
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = LAT
					version_name = Ciltvaira Class
				}
			}
		} {
			name = Everasma
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = LAT
					version_name = Ciltvaira Class
				}
			}
		}
	}
}
### Entity: Decision
Component: NOR_soviet_research
Constructs: has_completed_focus, has_capitulated
Source: game
File: common/decisions/categories/r56_NOR_decision_categories.txt

Code:
NOR_soviet_research = {
	icon = generic_foreign_policy
	priority = 7
	allowed = {
		original_tag = NOR
	}
	visible = {
		has_capitulated = no
		has_completed_focus = NOR_expand_soviet_technology_sharing
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_invite_foreign_advisors
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_invite_foreign_advisors
	icon = GFX_focus_generic_naval_discipline
	prerequisite = {
		focus = IRQ_establish_iraqi_coastal_defense_force
	}
	x = -1
	y = 1
	relative_position_id = IRQ_establish_iraqi_coastal_defense_force
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IRQ_modify_navy_modifier_version = yes
		add_to_variable = {
			IRQ_navy_spirit_category_type_cost_factor = -0.1
			tooltip = navy_spirit_category_type_cost_factor_tt
		} {
			IRQ_naval_coordination = 0.1
			tooltip = naval_coordination_tt
		} {
			IRQ_naval_accidents_chance = -0.1
			tooltip = naval_accidents_chance_tt
		}
	}
}
### Entity: AI Strategy
Component: SPD_alternate_plan_2
Constructs: has_completed_focus, has_country_flag, has_game_rule, has_global_flag
Source: game
File: common/ai_strategy_plans/SPD_alternate_strategy_plan.txt

Code:
SPD_alternate_plan_2 = {
	name = Spanish Stalinist alternate plan
	desc = Alternate behavior for Stalinist Spain
	allowed = {
		original_tag = SPR
	}
	enable = {
		OR = {
			tag = SPD SPR
		} {
			has_country_flag = SPR_AI_RANDOM_STALINIST
			has_game_rule = {
				rule = SPR_ai_behavior
				option = STALINIST
			}
		}
	}
	abort = {
		has_global_flag = SOV_covert_support_for_poum_flag
		NOT = {
			has_completed_focus = SPR_the_stalinist_doctrine
		}
	}
	ai_national_focuses = {
		SPR_the_popular_front SPR_secure_the_guardia_de_asalto SPR_train_the_union_youth SPR_enlarge_the_weapon_caches SPR_distribute_arms_to_the_people SPR_disband_the_army SPR_the_anti_fascist_workers_revolution SPR_strengthen_the_euzko_gudarostea SPR_fortify_the_iron_ring SPR_arm_the_workers_militias SPR_demand_ministerial_positions SPR_the_stalinist_doctrine SPR_reaffirm_the_popular_front_strategy SPR_crush_the_revolution SPR_international_brigades SPR_relocate_the_gold_reserves SPR_expand_soviet_aid SPR_soviet_equipment_shipments SPR_soviet_military_advisors SPR_soviet_industrial_aid SPR_soviet_technological_advancements SPR_strengthen_the_anti_fascist_coalition SPR_an_army_of_all_classes SPR_secularize_the_new_state SPR_appropriate_church_riches SPR_invite_socialist_intellectuals SPR_solidify_government_control SPR_reeducate_the_bourgeoisie SPR_soviet_recovery_aid SPR_provide_for_the_people SPR_collectivize_industry SPR_connect_the_country SPR_transplant_soviet_industry SPR_the_five_year_plan SPR_nationalize_the_industry SPR_beacon_of_socialism SPR_the_spanish_red_army SPR_red_bulwark_in_the_west SPR_appeal_for_increased_autonomy SPR_modernize_the_armed_forces SPR_a_red_iberia SPR_support_french_communists
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: hon.5
Constructs: is_triggered_only, add_core_of, annex_country
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.5
	title = hon.5.t
	desc = hon.5.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.5.a
		314 = {
			add_core_of = ROOT
		}
		annex_country = {
			target = ELS
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_delay_elections
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_delay_elections
	prerequisite = {
		focus = PRU_look_to_the_past
	}
	relative_position_id = PRU_look_to_the_past
	icon = GFX_goal_generic_army_mobilization
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_stability = -0.05
		PRU_increase_army_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: news.156
Constructs: add_stability, fire_only_once, is_special_project_completed
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.156
	title = news.156.t
	desc = news.156.d
	picture = GFX_news_event_komet
	fire_only_once = yes
	trigger = {
		tag = GER
		is_special_project_completed = sp:sp_rocket_interceptor
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.156.a
		add_stability = -0.01 0.01
		custom_effect_tooltip = news.156.a.tt news.156.a.2.tt
	}
}
### Entity: Idea
Component: EAI_DD_4/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: URG_gabriel_terra
Constructs: has_dlc
Source: game
File: common/characters/URG.txt

Code:
URG_gabriel_terra = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				large = GFX_portrait_uruguay_portrait_gabriel_terra
			}
		}
		country_leader = {
			ideology = despotism
			traits = {
				batllista_traditionalist
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			civilian = {
				large = GFX_portrait_uruguay_portrait_gabriel_terra
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: State History
Component: 327
Constructs: add_core_of
Source: game
File: history/states/327-Philippines.txt

Code:
state = {
	id = 327
	name = STATE_327
	manpower = 2277042
	resources = {
		coal = 1
	}
	state_category = large_town
	history = {
		owner = PHI
		add_core_of = PHI
		buildings = {
			infrastructure = 3
			industrial_complex = 3
			dockyard = 1
			air_base = 6
			10265 = {
				naval_base = 5
			}
		}
		victory_points = {
			10265 15
		} {
			1221 1
		} {
			4288 1
		}
	}
	provinces = {
		1221 1288 1388 4233 4288 7323 10236 10265 10272 12236
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: ELS_BB_HISTORICAL
Source: game
File: common/units/names_ships/ELS_ship_names.txt

Code:
ELS_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		ELS
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ARS 
	fallback_name = Acorazado %d
	unique = {
		La Libertad Santa Ana
	}
}
### Entity: AI Strategy
Component: FRA_protect_vichy
Constructs: has_government, has_war_with, enable_reverse, has_focus_tree, has_active_mission
Source: game
File: common/ai_strategy/FRA.txt

Code:
FRA_protect_vichy = {
	reversed = yes
	enable_reverse = {
		GER = {
			has_government = fascism
		}
	}
	enable = {
		has_focus_tree = vichy_french_focus
		NOT = {
			has_war_with = SIA
			SIA = {
				has_active_mission = SIA_limited_war_indochina
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = protect
		id = GER
		value = 200
	} {
		type = befriend
		id = GER
		value = 200
	}
}
### Entity: Order of Battle
Component: air_wing_448
Source: game
File: history/units/ITA_1936_air_legacy.txt

Code:
air_wings = {
	448 = {
		fighter_equipment_0 = {
			amount = 20
			owner = ITA
		}
		tac_bomber_equipment_0 = {
			amount = 32
			owner = ITA
		}
	}
}
### Entity: Idea
Component: ITA_expanded_intelligence_service_passive_defense_lion_version
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_expanded_intelligence_service_passive_defense_lion_version = {
	name = ITA_expanded_intelligence_service_basic
	removal_cost = -1
	picture = SOV_scientist_defect
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		enemy_operative_detection_chance_factor = 0.15
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_intervenciones_federales
Constructs: prerequisite, add_stability, completion_reward, add_political_power, has_civil_war, set_country_flag
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_intervenciones_federales
	icon = GFX_focus_hol_the_foundations_of_defense
	prerequisite = {
		focus = ARG_maintain_the_status_quo
	}
	x = 0
	y = 2
	relative_position_id = ARG_maintain_the_status_quo
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		has_civil_war = yes
	}
	search_filters = {

	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.1
		custom_effect_tooltip = ARG_intervenciones_federales_decisions_tt
		hidden_effect = {
			set_country_flag = ARG_no_fedint_decision_done
		}
	}
}
### Entity: Event
Component: wtt_germany.57
Constructs: is_triggered_only, ai_chance, add_state_core, add_claim_by
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.57
	title = wtt_germany.57.t
	desc = wtt_germany.57.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = wtt_germany.57.a
		ai_chance = {
			factor = 90
		}
		transfer_state = 85 86 807
		add_state_core = 85 86 807
		85 = {
			add_claim_by = SOV
		}
		86 = {
			add_claim_by = SOV
		}
		807 = {
			add_claim_by = SOV
		}
		POL = {
			country_event = {
				id = wtt_germany.59
			}
		}
	} {
		name = wtt_germany.57.b
		ai_chance = {
			factor = 10
		}
		POL = {
			country_event = {
				id = wtt_germany.60
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_10_year_training_plan
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_10_year_training_plan
	icon = GFX_focus_PHI_10_year_training_plan
	prerequisite = {
		focus = PHI_philippine_army_orchestra
	} {
		focus = PHI_philippine_military_academy
	} {
		focus = PHI_philippine_division
	}
	relative_position_id = PHI_philippine_military_academy
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_dynamic_modifier_tt
		add_to_variable = {
			PHI_philippine_army_experience_gain_army_factor = 0.2
			tooltip = experience_gain_army_factor_tt
		} {
			PHI_philippine_army_training_time_factor = -0.1
			tooltip = training_time_factor_tt
		} {
			PHI_philippine_army_conscription_factor = 0.25
			tooltip = conscription_factor_tt
		} {
			PHI_philippine_army_command_power_gain_mult = 0.1
			tooltip = command_power_gain_mult_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER
	}
}
### Entity: AI Strategy
Component: EAI_submarine
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_submarine_role.txt

Code:
EAI_submarine = {
	category = naval
	roles = {
		naval_submarine
	}
	priority = {
		base = 0
		modifier = {
			add = 5000
			check_variable = {
				EAI_FOCUS/NAVY/submarine = global.EAI_ON
			}
		} {
			add = 5000
			check_variable = {
				EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
			}
		}
	}
	BASIC_SUBMARINE = {
		role_icon_index = 6
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_submarine
			}
		}
		target_variant = {
			type = ship_hull_submarine_2
			match_value = 1
			modules = {
				fixed_ship_engine_slot = {
					module = sub_ship_engine_2
					upgrade = current
				}
				fixed_ship_torpedo_slot = {
					any_of = {
						ship_torpedo_sub
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_torpedo_sub
					}
					upgrade = > current
				}
			}
		}
	}
	CRUISER_SUBMARINE = {
		role_icon_index = 6
		priority = {
			base = 0
			modifier = {
				add = 20000
				has_tech = basic_ship_hull_submarine cruiser_submarines
			}
		}
		target_variant = {
			type = ship_hull_cruiser_submarine
			match_value = 1
			modules = {
				fixed_ship_engine_slot = {
					module = sub_ship_engine_2
					upgrade = current
				}
				fixed_ship_torpedo_slot = {
					any_of = {
						ship_torpedo_sub
					}
					upgrade = > current
				}
				front_1_custom_slot = {
					any_of = {
						ship_torpedo_sub
					}
					upgrade = > current
				}
				mid_1_custom_slot = {
					module = empty
				}
				rear_1_custom_slot = {
					any_of = {
						ship_torpedo_sub
					}
					upgrade = > current
				}
			}
		}
	}
	IMPROVED_SUBMARINE = {
		role_icon_index = 6
		priority = {
			base = 0
			modifier = {
				add = 30000
				has_tech = improved_ship_hull_submarine
			}
		}
		target_variant = {
			type = ship_hull_submarine_3
			match_value = 1.1
			modules = {
				fixed_ship_engine_slot = {
					module = sub_ship_engine_3
					upgrade = current
				}
				fixed_ship_torpedo_slot = {
					any_of = {
						ship_torpedo_sub
					}
					upgrade = > current
				}
				front_1_custom_slot = {
					any_of = {
						ship_torpedo_sub
					}
					upgrade = > current
				}
				mid_1_custom_slot = {
					any_of = {
						ship_sub_snorkel
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_torpedo_sub
					}
					upgrade = > current
				}
			}
		}
	}
	ADVANCED_SUBMARINE = {
	
# ... (truncated)
### Entity: Wiki Documentation
Construct: Usage
Source: wiki
File: wiki/Template%3AGreen/doc.html

Doc:
Usage
{{green|text you want green}} gives
text you want green

{{green|text you want green|back}} gives
text you want green

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Green/doc&oldid=233"
### Entity: Country History
Country: NCY
Component: NCY_politics
Constructs: set_popularities, set_politics
Source: game
File: history/countries/NCY - Northern Cyprus.txt

Code:
# Politics & Parties for NCY
set_popularities = {
	democratic = 38
	communism = 3
	fascism = 0
	neutrality = 59
}
set_politics = {
	ruling_party = neutrality
	last_election = 1935.2.8
	elections_allowed = yes
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_annex_colombia
Constructs: prerequisite, limit, completion_reward, is_puppet, is_subject, is_subject_of, create_wargoal, annex_everything
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_annex_colombia
	icon = GFX_goal_COL_bolivarian_brother
	x = 44
	y = 8
	cost = 10
	available = {
		is_puppet = no
		COL = {
			controls_state = 486 493 1051 306
		}
	}
	bypass = {
		COL = {
			exists = no
		}
	}
	prerequisite = {
		focus = VEN_gran_colombia
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = COL
	completion_reward = {
		if = {
			limit = {
				COL = {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = COL
				expire = 0
				generator = {
					486 493 1051 306
				}
			}
		}
		else = {
			COL = {
				country_event = {
					hours = 12
					id = venezuela.5
				}
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.5
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, set_nationality, every_controlled_state, set_compliance
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.5
	title = wuw_GER_reichskommissariats.5.t
	desc = wuw_GER_reichskommissariats.5.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					BLR = {
						OR = {
							exists = no
							AND = {
								exists = yes
							}
							NOT = {
								has_government = fascism
							}
						}
					}
				}
				BLR = {
					set_nationality = {
						target_country = RKO
						character = BLR_radislau_astrouski
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.5.a
		ai_chance = {
			base = 85
		}
		RKO = {
			add_ideas = GER_german_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
				limit = {
					BLR = {
						NOT = {
							has_government = fascism
						}
					}
				}
				RKO = {
					set_nationality = {
						target_country = BLR
						character = BLR_radislau_astrouski
					}
				}
			}
		} {
			RKO = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.5.b
		trigger = {
			BLR = {
				NOT = {
					has_government = fascism
				}
			}
		}
		ai_chance = {
			base = 15
		}
		RKO = {
			BLR_radislau_astrouski = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = nazism
						expire = 1965.3.1
						traits = {
							GER_reichskommissar_trait
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_local_controlled_reichskommissariat
		}
		hidden_effect = {
			RKO = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	}
}
### Entity: Idea
Component: AFG_loya_jirga_idea
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_loya_jirga_idea = {
	picture = AFG_loya_jirga
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.15
		political_advisor_cost_factor = -0.25
		mobilization_laws_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
	}
}
### Entity: Idea
Component: koc_ticaret_as_defense_industry
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/turkey.txt

Code:
koc_ticaret_as_defense_industry = {
	picture = tur_koc_ticaret_as
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	research_bonus = {
		motorized_equipment = 0.1
	}
	cost = 75
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Name List
Component: LEB
Source: game
File: common/names/00_names.txt

Code:
LEB = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
		surnames = {
			ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibn Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
		}
	}
	female = {
		names = {
			Ihsan Marwa Aisha Aziza Duha Farida Golbahar Gulnar Gulnaz Gulpari Hafsa Hasti Huma Ibtisam Jalila Kamala Karima Khandan Khaterah Khatira Kinah Lala Madiha Mahdokht Nazy Neelab Negar Niki Nikoo Noushin Rabiya Mahsa Mahwash Marwa Mastana Mehri Mina Minoo Munawwar Muzhdah Nahal Najela Nasiba Nastaran Nazaneen Rajiya Sadiya Salma Sitara Thana Zahra Zahra Zuhayra
		}
		surnames = {
			bint Abd Allah bint Abd al-Qadir bint Abu Bakr bint Ahmad bint Ali bint Fuad bint Halil bint Hasan bint Hisham bint Ishaq bint Ja'far bint Kamil bint Khalid bint Muhammad bint Mustafa bint Salim bint Umar bint Uthman bint Yusuf al-Najdi al-Hijazi
		}
	}
	callsigns = {

	}
}
### Entity: Idea
Component: theatre_training_spirit
Constructs: has_military_academy, has_doctrine, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
theatre_training_spirit = {
	ledger = army
	available = {
		AND = {
			has_military_academy = yes
			has_doctrine = grand_battleplan
		}
	}
	modifier = {
		custom_modifier_tooltip = theatre_training_academy_spirit_tt
		terrain_trait_xp_gain_factor = 0.2
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			has_doctrine = grand_battleplan
		}
	}
}