Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Component: BALTIC_arm_baltic_reds
Constructs: shared_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_arm_baltic_reds
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = BALTIC_influence_neighbours
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_influence_neighbours
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			original_tag = LIT
			LIT = {
				OR = {
					communism = > 0.3
					has_country_flag = banned_communism_flag
					exists = no
					is_subject = yes
				}
			}
		} {
			original_tag = LAT
			LAT = {
				OR = {
					communism = > 0.3
					has_country_flag = banned_communism_flag
					exists = no
					is_subject = yes
				}
			}
		} {
			original_tag = EST
			EST = {
				OR = {
					communism = > 0.3
					has_country_flag = banned_communism_flag
					exists = no
					is_subject = yes
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_ideas = BALTIC_international_brigades
		every_other_country = {
			limit = {
				OR = {
					original_tag = LIT LAT EST
				}
				NOT = {
					has_country_flag = banned_communism_flag
					is_subject = yes
				}
			}
			effect_tooltip = {
				start_civil_war = {
					ideology = communism
					size = 0.5
				}
			}
			hidden_effect = {
				country_event = {
					id = BALTIC_events.4
					hours = 2
				}
			}
		}
	}
}
### Entity: Decision
Component: JAP_kwantung_army_decisions
Constructs: has_completed_focus, limit, has_government, owns_state, has_war_with, has_country_flag, is_major, fire_only_once
Source: game
File: common/decisions/JAP.txt

Code:
JAP_kwantung_army_decisions = {
	JAP_kwantung_army_impatience = {
		priority = 100
		icon = GFX_decision_jap_conquer_china
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = JAP.kwantung_army_timeout_time_var
		fire_only_once = yes
		activation = {
			always = no
		}
		visible = {
			hidden_trigger = {
				original_tag = JAP
				has_civil_war = no
				is_subject = no
			}
			NOT = {
				has_war_with = CHI
			} {
				has_completed_focus = JAP_subdue_the_kwantung_army
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			IF = {
				limit = {
					OR = {
						HBC = {
							OR = {
								controls_state = 608 614
							}
						}
						XIC = {
							OR = {
								controls_state = 608 614
							}
						}
						CHI = {
							OR = {
								controls_state = 608 614 743
							}
						}
					}
				}
				CHI = {
					country_event = {
						id = china.1
						days = 1
						random_days = 3
					}
				}
			}
			ELSE_IF = {
				limit = {
					PRC = {
						AND = {
							controls_state = 608 614
						}
					}
				}
				PRC = {
					country_event = {
						id = china.1
						days = 1
						random_days = 3
					}
				}
			} {
				limit = {
					SHX = {
						AND = {
							controls_state = 608 614
						}
					}
				}
				SHX = {
					country_event = {
						id = china.1
						days = 1
						random_days = 3
					}
				}
			} {
				limit = {
					SND = {
						AND = {
							controls_state = 608 597 614
						}
					}
				}
				SND = {
					country_event = {
						id = china.1
						days = 1
						random_days = 3
					}
				}
			}
			ELSE = {
				608 = {
					OWNER = {
						country_event = {
							id = china.1
							days = 1
							random_days = 3
						}
					}
				}
			}
			add_named_threat = {
				threat = 2
				name = JAP_intervene_in_china
			}
			hidden_effect = {
				set_country_flag = JAP_kwantung_army_went_in_on_china
			}
		}
	}
	JAP_the_suiyuan_offensive_mission = {
		priority = 100
		icon = GFX_decision_generic_operation
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 56
		fire_only_once = yes
		activation = {
			always = no
		}
		visible = {
			original_tag = JAP
			has_civil_war = no
			is_subject = no
			NOT = {
				has_war_with = CHI
			}
			has_war_with = SHX
			has_subject = MEN
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect =
# ... (truncated)
### Entity: Idea
Component: MEX_idea_towards_a_pluricontinental_mexico
Constructs: removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_idea_towards_a_pluricontinental_mexico = {
	picture = gre_schachtplan
	allowed = {
		original_tag = MEX
	}
	allowed_civil_war = {
		original_tag = MEX
	}
	removal_cost = -1
	modifier = {
		compliance_growth = 0.05
		resistance_growth = -0.1
		non_core_manpower = 0.05
	}
}
### Entity: Unit Template
Component: KOR_CL_HISTORICAL
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		KOR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ROKS 
	fallback_name = Light Cruiser %d
	unique = {
		Wonju Bucheon Seongnam Jecheon Daecheon Sokcho Yeongju Namwon Gwangmyeong Sinseong Gongju
	}
}
### Entity: Event
Component: denmark_overlord_events.10
Constructs: is_triggered_only, ai_chance, has_government, is_major, is_historical_focus_on, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.10
	title = denmark_overlord_events.10.t
	desc = denmark_overlord_events.10.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.10.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				DEN_historical_ai = yes
			} {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 2
				FROM = {
					is_major = yes
				}
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		DEN_bop_occupation_low_decrease_effect = yes
		DEN_modify_overlord_relations_small = yes
		country_event = {
			id = denmark_overlord_events.11
			days = 5
		}
	} {
		name = denmark_overlord_events.10.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				OR = {
					DEN_rearming_ai = yes
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
				}
			} {
				factor = 10
				ROOT = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = > 0.89
					}
				}
			}
		}
		DEN_bop_occupation_very_low_increase_effect = yes
		DEN_modify_overlord_relations_big = yes
		FROM = {
			country_event = {
				id = denmark_overlord_events.15
				days = 1
			}
		}
	}
}
### Entity: Character
Component: ABT_john_lakeman
Source: game
File: common/characters/ABT.txt

Code:
ABT_john_lakeman = {
	name = ABT_john_lakeman
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_2.dds
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1
		id = -1
		traits = {
			r56_trait_opposed_to_fascism
		}
	}
}
### Entity: Decision
Component: economy_decisions
Constructs: has_completed_focus, fire_only_once, is_owned_and_controlled_by, complete_effect, remove_effect, add_building_construction, cancel_trigger, is_controlled_by
Source: game
File: common/decisions/NZL.txt

Code:
economy_decisions = {
	NZL_mangahao_power_scheme = {
		icon = GFX_decision_generic_construction
		allowed = {
			original_tag = NZL
		}
		visible = {
			has_completed_focus = NZL_electrification
		}
		available = {
			284 = {
				is_owned_and_controlled_by = ROOT
			}
		}
		cost = 50
		fire_only_once = yes yes
		days_remove = 70
		modifier = {
			civilian_factory_use = 3
		}
		complete_effect = {

		}
		remove_effect = {
			284 = {
				add_building_construction = {
					type = dam
					level = 1
					instant_build = yes
					province = {
						id = 4804
					}
				}
			}
			custom_effect_tooltip = {
				localization_key = building_state_modifier|dam
				INDENT =     
			}
		}
		cancel_trigger = {
			284 = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {

		}
	}
	NZL_waitaki_power_station = {
		icon = GFX_decision_generic_construction
		allowed = {
			original_tag = NZL
		}
		visible = {
			has_completed_focus = NZL_electrification
		}
		available = {
			723 = {
				is_owned_and_controlled_by = ROOT
			}
		}
		cost = 50
		fire_only_once = yes yes
		days_remove = 70
		modifier = {
			civilian_factory_use = 3
		}
		complete_effect = {

		}
		remove_effect = {
			723 = {
				add_building_construction = {
					type = dam
					level = 1
					instant_build = yes
					province = {
						id = 2203
					}
				}
			}
			custom_effect_tooltip = {
				localization_key = building_state_modifier|dam
				INDENT =     
			}
		}
		cancel_trigger = {
			723 = {
				NOT = {
					is_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {

		}
	}
}
### Entity: Character
Component: NIR_coi
Source: game
File: common/characters/NIR.txt

Code:
NIR_coi = {
	advisor = {
		slot = political_advisor
		idea_token = NIR_coi
		allowed = {
			original_tag = NIR
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_the_second_finnish_civil_war
Constructs: has_completed_focus, division_template, prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_the_second_finnish_civil_war
	icon = GFX_focus_FIN_the_second_finnish_civil_war
	prerequisite = {
		focus = FIN_towards_a_red_government
	}
	x = -6
	y = 2
	relative_position_id = FIN_suomalainen_sosialismi
	cost = 5
	bypass = {
		has_government = communism
	}
	available = {
		communism = > 0.4
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		hidden_effect = {
			FIN_yrjo_leino = {
				if = {
					limit = {
						has_trait = FIN_communist_revolutionary_leino
					}
					add_trait = {
						trait = communist_revolutionary
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_communist_revolutionary_leino
						slot = political_advisor
					}
				}
			}
			FIN_aarne_saarinen = {
				if = {
					limit = {
						has_trait = FIN_technocrat_saarinen
					}
					add_trait = {
						trait = technocrat
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_technocrat_saarinen
						slot = political_advisor
					}
				}
			}
			FIN_otto_wille_kuusinen = {
				if = {
					limit = {
						has_trait = FIN_patriotic_socialist_kuusinen
					}
					add_trait = {
						trait = patriotic_socialist
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_patriotic_socialist_kuusinen
						slot = political_advisor
					}
				}
			}
			FIN_karl_august_fagerholm = {
				if = {
					limit = {
						has_trait = FIN_democratic_reformer_fagerholm
					}
					add_trait = {
						trait = democratic_reformer
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_democratic_reformer_fagerholm
						slot = political_advisor
					}
				}
			}
			FIN_vaino_tanner = {
				if = {
					limit = {
						has_trait = FIN_humble_appeaser_tanner
					}
					add_trait = {
						trait = appeaser
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_humble_appeaser_tanner
						slot = political_advisor
					}
				}
			}
			FIN_miina_sillanpaa = {
				if = {
					limit = {
						has_trait = FIN_champion_of_equality_sillanpaa
					}
					add_trait = {
						trait = champion_of_equality
						slot = political_advisor
					}
					remove_trait = {
						trait = FIN_champion_of_equality_sillanpaa
						slot = political_advisor
					}
				}
			}
		} {
			capit
# ... (truncated)
### Entity: Event
Component: axis_minors_bulgaria.35
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.35
	title = axis_minors_bulgaria.35.t
	desc = axis_minors_bulgaria.35.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.37.a
	}
}
### Entity: Misc Config
Component: faction_members
Source: game
File: common/collections/generic_collections.txt

Code:
faction_members = {
	input = game:scope
	operators = {
		faction_members
	}
}
### Entity: Decision
Component: SOV_diplomacy_asia_decision_category
Constructs: has_completed_focus, has_war, limit, add_ideas, has_government, owns_state, has_war_with, has_country_flag
Source: game
File: common/decisions/SOV.txt

Code:
SOV_diplomacy_asia_decision_category = {
	SOV_send_infantry_equipment_asia = {
		priority = 50
		icon = generic_industry
		ai_will_do = {
			base = 1.2
			modifier = {
				factor = 0.1
				has_war = yes
				OR = {
					has_equipment = {
						infantry_equipment = < 3000
					} {
						support_equipment = < 600
					}
				}
			}
		}
		targets = {
			PRC CHI
		}
		target_trigger = {

		}
		target_root_trigger = {
			is_subject = no
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			FROM = {
				SOV_is_valid_subject = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			has_equipment = {
				infantry_equipment = > 999
			} {
				support_equipment = > 199
			}
		}
		visible = {
			country_exists = FROM
			NOT = {
				has_war_with = FROM
			}
			FROM = {
				SOV_is_valid_subject = yes
			}
			OR = {
				AND = {
					has_completed_focus = SOV_two_red_flags
					FROM = {
						tag = PRC
					}
				} {
					has_completed_focus = SOV_support_the_kuomintang
					FROM = {
						tag = CHI
					}
				}
			}
		}
		days_re_enable = SOV_send_infantry_equipment_cd
		cost = SOV_send_infantry_equipment_cost
		complete_effect = {
			send_equipment = {
				type = infantry_equipment
				amount = 1000
				target = FROM
			} {
				type = support_equipment
				amount = 200
				target = FROM
			}
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_sent_us_weapons
				}
			}
			hidden_effect = {
				FROM = {
					country_event = {
						id = NSB_soviet_foreign_politics_events.250
						hours = 2
					}
					add_ai_strategy = {
						type = befriend
						id = SOV
						value = 5
					}
				}
			}
			custom_effect_tooltip = SOV_send_equipment_cd_tt
		}
	}
	SOV_peace_deal_for_south_sakhalin_and_kuril_islands = {
		priority = 999
		icon = eng_trade_unions_support
		ai_will_do = {
			base = 2
			modifier = {
				factor = 0
				controls_state = 282
			}
		}
		targets = {
			JAP
		}
		target_trigger = {
			FROM = {
				tag = JAP
			}
		}
		target_root_trigger = {
			has_completed_focus = SOV_recover_the_kuril_islands
			country_exists = JAP
			has_war_with = JAP
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			controls_state = 537 555
			JAP = {
				owns_state = 537
			} {
				owns_state = 555
			}
			surrender_progress = < 0.01
		}
		visible = {

		}
		fire_only_once = yes
		cost = SOV_peace_deal_cost
		complete_effect = {
			JAP = {

# ... (truncated)
### Entity: Character
Component: SAF_c_de_weenburg_du_toit
Source: game
File: common/characters/SAF.txt

Code:
SAF_c_de_weenburg_du_toit = {
	name = SAF_c_de_weenburg_du_toit
	portraits = {
		army = {
			small = GFX_idea_SAF_c_de_weenburg_du_toit
		}
	}
	advisor = {
		slot = high_command
		idea_token = SAF_c_de_weenburg_du_toit
		ledger = army
		allowed = {
			original_tag = SAF
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: infantry_equipment_producer_assualt_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_assualt_2 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.15
			hard_attack = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: ENG_heavy_water_raids
Constructs: has_war_with, has_global_flag, build_intel_network
Source: game
File: common/ai_strategy/ENG_operation_strats.txt

Code:
ENG_heavy_water_raids = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_global_flag = GER_heavy_water_production_underway
		has_war_with = GER
		num_of_operatives = > 4
		GER = {
			controls_state = 110
		}
		110 = {
			resistance = > 52
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_operation
		operation = heavy_water_raid
		value = 2000
		operation_target = GER
	} {
		type = operative_mission
		mission = build_intel_network
		value = 1200
		mission_target = GER
		state = 110
	} {
		type = operation_equipment_priority
		value = 100
	}
}
### Entity: Event
Component: poland.38
Constructs: is_triggered_only, ai_chance, limit, has_government, add_political_power, has_idea_with_trait, add_named_threat, is_controlled_by
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.38
	title = poland.38.t
	desc = poland.38.d
	picture = GFX_report_event_polish_german_handshake
	is_triggered_only = yes
	option = {
		name = poland.38.a
		ai_chance = {
			base = 55
			modifier = {
				factor = 1.65
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			} {
				factor = 0.2
				POL = {
					has_government = communism
				}
				NOT = {
					POL = {
						has_government = communism
					}
				}
			}
		}
		add_named_threat = {
			threat = -2
			name = POL_German_Berlinka_Highway_Project
		}
		add_political_power = 25
		63 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
		5 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
		POL = {
			add_tech_bonus = {
				name = POL_German_Berlinka_Highway_Project
				bonus = 1.0
				category = construction_tech
			}
			807 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			country_event = poland.39
		}
	} {
		name = poland.38.b
		ai_chance = {
			base = 45
			modifier = {
				factor = 0
				OR = {
					is_in_faction_with = POL
					is_subject_of = POL
				}
			}
		}
		POL = {
			country_event = poland.40
		}
	}
}
### Entity: Character
Component: CHL_ernesto_m_orlando
Source: game
File: common/characters/CHL.txt

Code:
CHL_ernesto_m_orlando = {
	advisor = {
		slot = high_command
		idea_token = CHL_ernesto_m_orlando
		ledger = army
		allowed = {
			original_tag = CHL
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = CHL_ernesto_m_orlando
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_wants_extensive_conscription
Constructs: has_war, limit, has_war_with, has_country_flag, has_idea, check_variable, has_manpower, has_capitulated
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_wants_extensive_conscription = {
	NOT = {
		has_idea = extensive_conscription
	}
	if = {
		limit = {
			has_idea = limited_conscription
		}
		NOT = {
			conscription_ratio = < 1.0
		}
		OR = {
			check_variable = {
				EAI_reserve_mp_ratio = < 0.5
			}
			has_manpower = < 50000
			any_neighbor_country = {
				has_war_with = ROOT
				strength_ratio = {
					tag = ROOT
					ratio = > 2
				}
			}
			AND = {
				original_tag = SOV
				has_manpower = < 1500000
			}
		} {
			AND = {
				has_war = yes
				check_variable = {
					EAI_LAW_manpower_shortage_days = > 90
				}
				NOT = {
					EAI_LAW_get_volunteer_only = yes
					EAI_LAW_get_limited_conscription = yes
				}
			} {
				EAI_PP_store_pp_prio = yes
				OR = {
					NOT = {
						EAI_stability_event_trigger = yes
					}
					AND = {
						has_capitulated = no
						OR = {
							has_country_flag = EAI_MILITARY_trend_losing_war
							check_variable = {
								EAI_reserve_mp_ratio = < 0.01
							}
						}
					}
				} {
					has_war_support = > 0.55
					AND = {
						has_capitulated = no
						OR = {
							has_country_flag = EAI_MILITARY_trend_losing_war
							check_variable = {
								EAI_reserve_mp_ratio = < 0.03
							}
						}
					}
				}
				NOT = {
					EAI_LAW_get_women_in_the_workforce = yes
				}
			}
		}
	}
	else_if = {
		limit = {
			always = no
		}
	}
	else = {
		always = no
	}
}
### Entity: Event
Component: r56_mali.2
Constructs: is_triggered_only, limit, add_ideas, add_stability, annex_country, has_idea
Source: game
File: events/Mali_events.txt

Code:
country_event = {
	id = r56_mali.2
	title = r56_mali.2.t
	desc = r56_mali.2.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = r56_mali.2.a
		effect_tooltip = {
			annex_country = {
				target = FROM
				transfer_troops = yes
			}
			add_stability = -0.02
			if = {
				limit = {
					NOT = {
						has_idea = generic_recent_political_unification
					}
				}
				add_ideas = generic_recent_political_unification
			}
		}
	}
}
### Entity: Technology
Component: uranium_tipped_bullets
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1947
	category_all_infantry = {
		hard_attack = 0.25
		ap_attack = 1
	}
	category_cavalry = {
		hard_attack = 0.1
		ap_attack = 0.4
	}
	category_artillery = {
		hard_attack = 1
	}
	category_tank_destroyers = {
		hard_attack = 0.15
		ap_attack = 0.2
	}
	anti_tank = {
		hard_attack = 0.1
		ap_attack = 0.2
	}
	mot_anti_tank_brigade = {
		hard_attack = 0.1
		ap_attack = 0.2
	}
	anti_air = {
		air_attack = 0.1
	}
	mot_anti_air_brigade = {
		air_attack = 0.1
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_air_force_capstone
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_air_force_capstone
	icon = GFX_focus_PRC_air_force_capstone
	prerequisite = {
		focus = PRC_large_plane_focus PRC_light_plane_focus PRC_medium_plane_focus
	}
	x = 0
	y = 1
	relative_position_id = PRC_medium_plane_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_pla_air_force_modify_tt
		add_to_variable = {
			PRC_pla_air_force_air_ace_generation_chance_factor = 0.15
			tooltip = air_ace_generation_chance_factor_tt
		} {
			PRC_pla_air_force_air_cas_efficiency = 0.05
			tooltip = air_cas_efficiency_tt
		} {
			PRC_pla_air_force_air_intercept_efficiency = 0.025
			tooltip = air_intercept_efficiency_tt
		}
	}
}
### Entity: Event
Component: bftb_turkey.94
Constructs: is_triggered_only, add_political_power, add_timed_idea
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.94
	title = bftb_turkey.94.t
	desc = bftb_turkey.94.desc
	picture = GFX_report_event_gre_political_upheaval
	is_triggered_only = yes
	option = {
		name = bftb_turkey.94.a
		add_political_power = -250
		add_timed_idea = {
			idea = TUR_economic_collapse
			days = 180
		}
	}
}