Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: ukraine.3
Constructs: is_triggered_only, ai_chance, limit, add_ideas, owns_state, fire_only_once, add_political_power, add_state_core
Source: game
File: events/Ukraine.txt

Code:
country_event = {
	id = ukraine.3
	title = ukraine.3.t
	desc = ukraine.3.desc
	picture = GFX_report_event_ukraine_war_of_independence
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ukraine.3.a
		ai_chance = {
			base = 50
		}
		DOU = {
			add_state_core = 93 91 89
		} {
			inherit_technology = POL
			add_political_power = 300
			set_cosmetic_tag = DOU_CONDOMINIUM
			add_ideas = POL_henryk_jozewski
			add_ai_strategy = {
				type = befriend
				id = UKR
				value = 200
			} {
				type = alliance
				id = UKR
				value = 200
			} {
				type = befriend
				id = POL
				value = 200
			} {
				type = alliance
				id = POL
				value = 200
			}
		}
		if = {
			limit = {
				POL = {
					owns_state = 93
					controls_state = 93
				}
			}
			DOU = {
				transfer_state = 93
			}
		} {
			limit = {
				POL = {
					owns_state = 91
					controls_state = 91
				}
			}
			DOU = {
				transfer_state = 91
			}
		} {
			limit = {
				POL = {
					owns_state = 89
					controls_state = 89
				}
			}
			DOU = {
				transfer_state = 89
			}
		}
		POL = {
			puppet = DOU
			add_political_power = 50
		}
		UKR = {
			country_event = {
				id = ukraine.4
				hours = 6
			}
		}
		news_event = {
			id = r56.news_event.45
			days = 1
		}
	} {
		name = ukraine.3.b
		ai_chance = {
			base = 5
		}
		UKR = {
			country_event = {
				id = ukraine.5
				days = 6
			}
		}
	}
}
### Entity: Idea
Component: GER_fan_prussian_militarism_idea_3
Constructs: has_government, removal_cost, mobilization_speed
Source: game
File: common/ideas/GER.txt

Code:
GER_fan_prussian_militarism_idea_3 = {
	name = GER_fan_prussian_militarism_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = GER_fan_prussian_militarism
	modifier = {
		conscription = 0.005
		army_org_factor = 0.1
		training_time_factor = -0.1
		mobilization_speed = 0.1
		army_morale_factor = 0.05
		max_command_power = 15
		experience_gain_army = 0.1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_respect_baltic_self_determination
Constructs: prerequisite, has_country_flag, completion_reward, has_civil_war, is_subject
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_respect_baltic_self_determination
	icon = GFX_SOV_respect_baltic_self_determination_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_baltic_security
	}
	x = -1
	y = 1
	relative_position_id = SOV_baltic_security
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	mutually_exclusive = {
		focus = SOV_claims_in_baltic
	}
	bypass = {
		NOT = {
			country_exists = EST LAT LIT
		}
	}
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		activate_targeted_decision = {
			target = EST
			decision = SOV_promote_ideology_rallies_baltic
		} {
			target = LAT
			decision = SOV_promote_ideology_rallies_baltic
		} {
			target = LIT
			decision = SOV_promote_ideology_rallies_baltic
		} {
			target = EST
			decision = SOV_pressure_country_government_baltic
		} {
			target = LAT
			decision = SOV_pressure_country_government_baltic
		} {
			target = LIT
			decision = SOV_pressure_country_government_baltic
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_push_to_deserts
Constructs: prerequisite, limit, completion_reward, has_defensive_war, cancel_if_invalid, allow_branch, every_state, add_dynamic_modifier
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_push_to_deserts
	icon = GFX_focus_PER_push_to_deserts
	x = -1
	y = 1
	prerequisite = {
		focus = PER_force_them_back
	}
	mutually_exclusive = {
		focus = PER_push_to_mountains
	}
	relative_position_id = PER_force_them_back
	cost = 5
	available = {
		has_defensive_war = yes
	}
	cancel_if_invalid = yes
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {

	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 1003 418 416 1004 420 1000 419
				}
			}
			add_dynamic_modifier = {
				modifier = ETH_state_local_offensive_dynamic_modifier
				scope = PER
				days = 90
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_7
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_7 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 7
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_7
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			7
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Military Industrial Organization
Component: NOR_cadillac_organization
Constructs: has_completed_focus, has_war_with, has_dlc, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/NOR_organization.txt

Code:
NOR_cadillac_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_NOR_cadillac
	allowed = {
		tag = NOR
		has_dlc = Arms Against Tyranny
	}
	available = {
		FROM = {
			NOT = {
				has_war_with = USA
			}
		} {
			has_completed_focus = NOR_invite_cadillac_to_norway
		}
	}
	initial_trait = {
		production_bonus = {
			production_cost_factor = 0.1
			production_resource_need_factor = -0.15
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			reliability = 0.05
		}
	}
}
### Entity: Unit Template
Component: HUN_BB_HISTORICAL
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_ships/HUN_ship_names.txt

Code:
HUN_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		HUN
	}
	can_use = {
		not = {
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	fallback_name = Csatahajó %d
	unique = {
		Mars Viribus Unitis Prinz Eugen Szent István Budapest Zrinyi Radetzky
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_seize_power
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, set_politics
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_seize_power
	icon = GFX_focus_generic_annex_country
	prerequisite = {
		focus = DEN_march_on_the_capital
	}
	mutually_exclusive = {
		focus = DEN_ask_for_support
	}
	relative_position_id = DEN_march_on_the_capital
	x = -1
	y = 1
	cost = 5
	available = {
		fascism = > 0.4
		is_subject = no
	}
	bypass = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		DEN_cay_lembcke = {
			promote_character = yes
		}
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
			}
			if = {
				limit = {
					fascism = < 0.5
				}
				if = {
					limit = {
						neutrality = > party_popularity@democratic > party_popularity@communism
					}
					start_civil_war = {
						ideology = neutrality
						size = party_popularity@neutrality
						keep_all_characters = yes
					}
				}
				else_if = {
					limit = {
						democratic = > party_popularity@neutrality > party_popularity@communism
					}
					start_civil_war = {
						ideology = democratic
						size = party_popularity@democratic
						keep_all_characters = yes
					}
				} {
					limit = {
						communism = > party_popularity@neutrality > party_popularity@democratic
					}
					start_civil_war = {
						ideology = communism
						size = party_popularity@communism
						keep_all_characters = yes
					}
				}
			}
		}
	}
}
### Entity: Event
Component: DOD_romania.62
Constructs: is_triggered_only, ai_chance, limit, every_country, has_country_flag, declare_war_on, annex_everything, clr_country_flag
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.62
	title = DOD_romania.62.t
	desc = DOD_romania.62.desc
	picture = GFX_report_event_yugoslavian_cavalry
	is_triggered_only = yes
	option = {
		name = DOD_romania.62.a
		ai_chance = {
			factor = 75
		}
		declare_war_on = {
			target = YUG
			type = annex_everything
		}
		every_country = {
			limit = {
				has_country_flag = invited_to_split_yugo
				NOT = {
					tag = ROM
				}
			}
			declare_war_on = {
				target = YUG
				type = annex_everything
			}
		}
		hidden_effect = {
			every_country = {
				limit = {
					has_country_flag = invited_to_split_yugo
				}
				clr_country_flag = invited_to_split_yugo
			}
		}
		news_event = {
			id = news.320
			days = 1
		}
	}
}
### Entity: Idea
Component: FRA_factory_strikes
Constructs: stability_factor, war_support_factor, has_government, industrial_capacity_factory
Source: game
File: common/ideas/france.txt

Code:
FRA_factory_strikes = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		industrial_capacity_factory = -0.9
		industrial_capacity_dockyard = -0.9
		stability_factor = -0.1
		war_support_factor = -0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_air_force_officer_recruitment
Constructs: prerequisite, completion_reward, is_controlled_by, add_doctrine_cost_reduction, add_dynamic_modifier
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_air_force_officer_recruitment
	icon = GFX_focus_SOV_flying_clubs
	prerequisite = {
		focus = CZE_continue_armed_force_reform
	}
	relative_position_id = CZE_continue_armed_force_reform
	x = -13
	y = 1
	cost = 5
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		air_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = CZE_air_force_officer_recruitment
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		add_dynamic_modifier = {
			modifier = CZE_ceskoslovenske_letectvo_dynamic_modifier
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
}
### Entity: Modding Documentation
Construct: pause_in_hours
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## pause_in_hours

Pauses the game after X hours have passed after command is called
### Entity: Scripted Trigger
Component: WTT_show_build_support_decisions
Constructs: has_country_flag, has_civil_war
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_show_build_support_decisions = {
	has_country_flag = wtt_political_struggle
	NOT = {
		has_country_flag = wtt_political_struggle_paused
	}
	any_other_country = {
		has_country_flag = wtt_political_struggle
	}
	has_civil_war = no
}
### Entity: Unit Template
Component: SNG_CL_HISTORICAL
Source: game
File: common/units/names_ships/SNG_ship_names.txt

Code:
SNG_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		SNG
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = RSS 
	fallback_name = Light Cruiser %d
	unique = {
		Formidable Interpid Steadfast Tenacious Stalwart Supreme
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_revolution_to_the_utmost
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_revolution_to_the_utmost
	icon = GFX_focus_focus_fra_revolution_utmost
	x = 2
	y = 1
	prerequisite = {
		focus = FRA_force_the_issue
	}
	mutually_exclusive = {
		focus = FRA_reconciliation
	}
	relative_position_id = FRA_force_the_issue
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: Idea
Component: POR_the_capital_of_espionage
Constructs: removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_the_capital_of_espionage = {
	picture = generic_spy_intel
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		operative_slot = 1
		civilian_intel_factor = 0.05
		army_intel_factor = 0.05
		navy_intel_factor = 0.05
		airforce_intel_factor = 0.05
		enemy_operative_capture_chance_factor = 0.1
		intelligence_agency_defense = -0.25
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_train_the_youth_wings
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_train_the_youth_wings
	prerequisite = {
		focus = BUL_the_peoples_republic_of_bulgaria
	}
	icon = GFX_focus_YUG_pan_slavic_congress
	relative_position_id = BUL_the_peoples_republic_of_bulgaria
	x = 1
	y = 2
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_war_support = 0.05
		add_ideas = BUL_trained_youth_wings
	}
}
### Entity: Idea
Component: AUS_a_modern_empire
Constructs: stability_factor, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_a_modern_empire = {
	picture = AUS_empire_constitution
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		army_core_defence_factor = 0.1
		stability_factor = 0.05
		political_power_factor = 0.1
	}
}
### Entity: Name List
Component: LIE
Source: game
File: common/names/r56_names.txt

Code:
LIE = {
	male = {
		names = {
			Ezekiel Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl Wilfred
		}
	}
	female = {
		names = {
			Sandra Maria Anna Anne Hannah Hildegard Sarah
		}
	}
	surnames = {
		Lugmair Neudinger Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann Marxer Frick Kaiser Quaderer Ritter Rheinberger
	}
	callsigns = {

	}
}
### Entity: Event
Component: mtg_britain.67
Constructs: is_triggered_only, limit, remove_ideas, remove_from_tech_sharing_group, has_idea
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.67
	title = mtg_britain.67.t
	desc = mtg_britain.67.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.67.a
		remove_from_tech_sharing_group = commonwealth_research
		effect_tooltip = {
			FROM = {
				leave_faction = yes
				remove_from_tech_sharing_group = commonwealth_research
				if = {
					limit = {
						has_idea = ENG_guided_by_britain_1
					}
					remove_ideas = ENG_guided_by_britain_1
				} {
					limit = {
						has_idea = ENG_guided_by_britain_2
					}
					remove_ideas = ENG_guided_by_britain_2
				} {
					limit = {
						has_idea = ENG_guided_by_britain_raj_1
					}
					remove_ideas = ENG_guided_by_britain_raj_1
				} {
					limit = {
						has_idea = ENG_guided_by_britain_raj_2
					}
					remove_ideas = ENG_guided_by_britain_raj_2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_peoples_army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_peoples_army
	icon = GFX_goal_red_army
	prerequisite = {
		focus = HON_peasant_revolution
	}
	relative_position_id = HON_peasant_revolution
	x = 0
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 10
		add_ideas = indoctrination_focus
	}
}
### Entity: Idea
Component: ARM_infantry_anti_tank_tactics_idea
Constructs: equipment_bonus
Source: game
File: common/ideas/armenia.txt

Code:
ARM_infantry_anti_tank_tactics_idea = {
	picture = BEL_tank_destroyers_expertise
	allowed = {
		original_tag = ARM
	}
	equipment_bonus = {
		infantry_equipment = {
			hard_attack = 0.075
			instant = yes
		}
	}
}
### Entity: Character
Component: BEL_edgar_sengier
Constructs: has_dlc, has_facility_specialization
Source: game
File: common/characters/BEL.txt

Code:
BEL_edgar_sengier = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_edgar_sengier
			allowed = {
				original_tag = BEL
			}
			traits = {
				BEL_uranium_magnate
			}
			ai_will_do = {
				base = 0
				modifier = {
					add = 5
					has_facility_specialization = specialization_nuclear
				}
			}
		}
		name = BEL_edgar_sengier
		portraits = {
			army = {
				small = GFX_portrait_BEL_edgar_sengier_small
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_infantry_focus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_infantry_focus
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = FRA_firepower_kills
	}
	x = 0
	y = 1
	relative_position_id = FRA_firepower_kills
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_ideas = FRA_infantry_focus
	}
}
### Entity: Idea
Component: idea_CHI_troop_inspection
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_troop_inspection = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		faction_influence_war_score_factor = 0.1
		experience_gain_army_factor = 0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_modern_armor_production
Constructs: has_country_flag, check_variable, has_design_based_on
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_modern_armor_production = {
	has_country_flag = EAI_mod_template_upgrade
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
		}
	}
	has_design_based_on = main_battle_tank_chassis
}
### Entity: Unit Template
Component: HAI_BB_HISTORICAL
Source: game
File: common/units/names_ships/HAI_ship_names.txt

Code:
HAI_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		HAI
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	fallback_name = Navire de Ligne %d
	unique = {
		Citoyens de Haiti Port au Prince
	}
}
### Entity: Idea
Component: JAP_zaibatsus_subsidies
Constructs: removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_zaibatsus_subsidies = {
	name = JAP_zaibatsus_subsidies
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_zaibatsu_ally
	modifier = {
		political_power_cost = 0.5
		trade_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
		consumer_goods_factor = 0.1
		production_speed_industrial_complex_factor = 0.12
		production_speed_arms_factory_factor = 0.12
		production_speed_dockyard_factor = 0.12
		aircraft_manufacturer_cost_factor = -0.25
		tank_manufacturer_cost_factor = -0.25
		industrial_concern_cost_factor = -0.25
		naval_manufacturer_cost_factor = -0.25
		materiel_manufacturer_cost_factor = -0.25
		global_building_slots_factor = 0.15
	}
}
### Entity: Modding Documentation
Construct: deironman
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## deironman
* Not available in release build

Removes Ironman status from current game.
### Entity: National Focus
Tree: chi_focus
Component: CHI_land_tax_reform
Constructs: prerequisite, completion_reward, has_hyper_inflation, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_land_tax_reform
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = CHI_welfare
	}
	x = 1
	y = 1
	relative_position_id = CHI_welfare
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		has_hyper_inflation = yes
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_CHI_INFLATION
	}
	completion_reward = {
		CHI_hyper_inflation_level_down = yes
	}
}
### Entity: Event
Component: SEA_PHI_political_events.5
Constructs: is_triggered_only, add_political_power
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.5
	title = SEA_PHI_political_events.5.t
	desc = SEA_PHI_political_events.5.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.5.a
		add_political_power = -25
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_develop_the_new_capital
Constructs: prerequisite, add_war_support, completion_reward, has_tech, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_develop_the_new_capital
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = TUR_continue_the_push_for_autarky
	}
	x = 3
	y = 1
	relative_position_id = TUR_continue_the_push_for_autarky
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_tech = construction1
		has_full_control_of_state = 49
	}
	completion_reward = {
		add_war_support = 0.03
		49 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		798 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/LIT_1936_LAR.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 6296
	division_template = Pestininku Divizija
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LIT
		}
	} {
		artillery_equipment_1 = {
			owner = LIT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: AI Strategy
Component: if_we_can_build_v2_rockets_we_want_v2_rockets
Constructs: is_special_project_completed
Source: game
File: common/ai_strategy/default.txt

Code:
if_we_can_build_v2_rockets_we_want_v2_rockets = {
	enable = {
		is_special_project_completed = sp:sp_rockets_ballistic_missile
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = ballistic_missile_equipment
		value = 1
	}
}
### Entity: Idea
Component: CZE_anti_ital_sentiment
Constructs: removal_cost, democratic_drift, fascism_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_anti_ital_sentiment = {
	removal_cost = -1
	picture = SPR_anti_fascist_crusade
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = ITA
		defense_bonus_against = 0.1
	} {
		tag = ITA
		attack_bonus_against = 0.05
	}
	modifier = {
		democratic_drift = 0.15
		fascism_acceptance = -25
		fascism_drift = -0.05
	}
}