Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: USA_election_senate
Constructs: limit, set_variable, election_factor, add_to_variable, check_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_election_senate = {
	set_variable = {
		var = senators_for_reelection
		value = senators_total
	} {
		sen_loc = senators_for_reelection
	}
	multiply_variable = {
		senators_for_reelection = 0.3
	} {
		senators_for_reelection = election_factor
	}
	add_to_variable = {
		senators_support = senators_for_reelection
	}
	round_variable = senators_support senators_for_reelection
	if = {
		limit = {
			check_variable = {
				sen_loc = < 0
			}
		}
		multiply_variable = {
			sen_loc = -1
		}
	}
	clamp_variable = {
		var = senators_support
		max = senators_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Idea
Component: KMT_disorganized_army
Constructs: has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_disorganized_army = {
	removal_cost = -1
	picture = tur_disorganised_armed_forces
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	on_remove = {

	}
	modifier = {
		army_attack_factor = -0.05
		army_morale_factor = -0.5
		experience_gain_army = -0.1
	}
}
### Entity: Country History
Country: TOS
Component: TOS_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, create_equipment_variant, set_convoys
Source: game
File: history/countries/TOS - Tuscany.txt

Code:
# Misc for TOS
capital = 162
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		naval_bomber1 = 1
		CAS1 = 1
	}
}
IF = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		basic_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		basic_depth_charges = 1
		basic_torpedo = 1
		basic_battery = 1
		basic_cruiser_armor_scheme = 1
		basic_heavy_battery = 1
		basic_light_battery = 1
		basic_heavy_armor_scheme = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		mtg_transport = 1
		coastal_defense_ships = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	create_equipment_variant = {
		name = L3/35
		type = light_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_heavy_machine_gun
			turret_type_slot = tank_light_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 1
			tank_nsb_armor_upgrade = 1
		}
		icon = GFX_ITA_basic_light_tank_medium
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	create_equipment_variant = {
		name = Bandiera Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 1
			sub_engine_upgrade = 1
			sub_stealth_upgrade = 1
			sub_torpedo_upgrade = 1
		}
		obsolete = yes
	} {
		name = Sirena Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 2
			sub_engine_upgrade = 2
			sub_stealth_upgrade = 2
			sub
# ... (truncated)
### Entity: Idea
Component: ENG_mi6_ns
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_mi6_ns = {
	removal_cost = -1
	picture = generic_spy_intel
	allowed = {
		original_tag = ENG
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.05
		operative_slot = 1
		civilian_intel_to_others = -5
		enemy_operative_detection_chance = 0.05
		enemy_operative_capture_chance_factor = 0.05
		intel_network_gain_factor = 0.1
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/destroyer.txt

Code:
sub_units = {
	destroyer = {
		sprite = destroyer
		map_icon_category = ship
		priority = 3
		active = yes
		type = {
			screen_ship
		}
		need = {
			ship_hull_light = 1
		}
		max_organisation = 35
		supply_consumption = 0.04
		critical_parts = {
			destroyed_ammo_storage broken_propeller on_fire rudder_jammed
		}
		critical_part_damage_chance_mult = 1
		hit_profile_mult = 1.0
	}
}
### Entity: Combat Tactic
Component: tactic_defender_sb_assault
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_defender_sb_assault = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = seize_bridge
	}
	base = {
		factor = 4
	}
	picture = defender_sb_assault
	display_phase = seize_bridge
	combat_width = -0.25
	defender = -0.05
}
### Entity: Idea
Component: CHI_three_princpals_a_c_idea
Constructs: war_support_factor, removal_cost, communism_drift
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_three_princpals_a_c_idea = {
	name = CHI_three_princpals_reorganized_idea
	picture = CHI_three_principles_of_the_people
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_factor = 0.05
		communism_drift = -0.05
		political_power_factor = 0.1
	}
}
### Entity: AI Strategy
Component: FRA_abandon_LAT_against_ussr_if_at_war_with_major
Constructs: has_government, has_war_with, is_major
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_abandon_LAT_against_ussr_if_at_war_with_major = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		FRA = {
			has_government = democratic
			NOT = {
				has_war_with = SOV
			} {
				has_war_with = LAT
			}
		}
		any_country = {
			is_major = yes
			NOT = {
				tag = SOV
			}
			has_war_with = FRA
		}
		country_exists = SOV LAT
	}
	abort = {
		NOT = {
			country_exists = LAT
		}
	}
	ai_strategy = {
		type = befriend
		id = LAT
		value = -1500
	} {
		type = alliance
		id = LAT
		value = -150
	} {
		type = diplo_action_desire
		id = LAT
		target = guarantee
		value = -20
	}
}
### Entity: Idea
Component: KHI_turkish_army_traditions
Constructs: army_defence_factor, army_attack_factor, removal_cost, planning_speed
Source: game
File: common/ideas/khiva.txt

Code:
KHI_turkish_army_traditions = {
	allowed = {
		original_tag = KHI
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_army_officers_powerful_neutral
	removal_cost = -1
	modifier = {
		max_planning = 0.1
		planning_speed = 0.05
		army_morale_factor = 0.1
		army_defence_factor = 0.05
		army_attack_factor = 0.05
		army_speed_factor = 0.05
		command_power_gain_mult = 0.25
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_volunteer_air_observers_corps
Constructs: prerequisite, limit, completion_reward, has_tech, cancel_if_invalid, complete_tooltip, add_tech_bonus, random_state
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_volunteer_air_observers_corps
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = AST_cac_boomerang AST_expand_northern_presence
	}
	relative_position_id = AST_expand_the_raaf
	x = -1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = radio
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		add_tech_bonus = {
			name = AST_volunteer_air_observers_corps
			bonus = 1.0
			uses = 1
			category = radar_tech
		}
		random_state = {
			limit = {
				has_state_flag = AST_volunteer_air_observers_corps_radar1
			}
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = AST_volunteer_air_observers_corps_radar2
			}
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = AST_volunteer_air_observers_corps_radar3
			}
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_volunteer_air_observers_corps
			bonus = 1.0
			uses = 1
			category = radar_tech
		}
		if = {
			limit = {
				has_tech = radio_detection
			}
			random_owned_controlled_state = {
				prioritize = {
					521 872
				}
				limit = {
					is_in_home_area = yes
					free_building_slots = {
						building = radar_station
						size = > 0
					}
					NOT = {
						state = 674
					}
				}
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
				set_state_flag = AST_volunteer_air_observers_corps_radar1
			} {
				prioritize = {
					285
				}
				limit = {
					NOT = {
						has_state_flag = AST_volunteer_air_observers_corps_radar1
					} {
						state = 674
					}
					is_in_home_area = yes
					free_building_slots = {
						building = radar_station
						size = > 0
					}
				}
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
				set_state_flag = AST_volunteer_air_observers_corps_radar2
			} {
				prioritize = {
					520
				}
				limit = {
					NOT = {
						has_state_flag = AST_volunteer_air_observers_corps_radar1
					} {
						has_state_flag = AST_volunteer_air_observers_corps_radar2
					} {
	
# ... (truncated)
### Entity: Character
Component: CZE_kamil_krofta
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CZE.txt

Code:
CZE_kamil_krofta = {
	name = CZE_kamil_krofta
	portraits = {
		army = {
			small = GFX_idea_CZE_kamil_krofta
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_kamil_krofta
		allowed = {
			original_tag = CZE
		}
		available = {
			has_government = democratic
			NOT = {
				has_completed_focus = CZE_topple_the_king
			}
		}
		visible = {
			has_government = democratic
		}
		cost = 75
		traits = {
			CZE_minister_of_foreign_affairs
		}
	}
}
### Entity: AI Strategy
Component: GER_dont_upgrade_to_weapons_3_too_early
Constructs: is_historical_focus_on, has_equipment
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_dont_upgrade_to_weapons_3_too_early = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		has_equipment = {
			infantry_equipment = < 60000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = infantry_equipment_3
		value = -100
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_sideline_the_conflict
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, every_enemy_country, is_in_faction, add_timed_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_sideline_the_conflict
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = RAJ_tryst_with_destiny
	}
	x = -2
	y = 1
	relative_position_id = RAJ_tryst_with_destiny
	mutually_exclusive = {
		focus = RAJ_i_am_death RAJ_pledge_for_the_allies
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		every_enemy_country = {
			country_event = {
				id = GOE_RAJ.27
				hours = 2
			}
		}
		if = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		}
		add_timed_idea = {
			idea = neutrality_idea
			days = 90
		} {
			idea = idea_RAJ_booming_industry
			days = 280
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_dealing_with_husseinis
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, add_political_power, has_country_leader, add_popularity
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_dealing_with_husseinis
	icon = GFX_goal_generic_army_purges
	prerequisite = {
		focus = PAL_nasr_ahmar
	}
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	relative_position_id = PAL_nasr_ahmar
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					character = PAL_radwan_hilu
					ruling_only = yes
				}
			}
			add_stability = -0.1
			kill_ideology_leader = fascism
			add_popularity = {
				ideology = fascism
				popularity = -0.1
			}
			add_ideas = PER_forced_secularization_r56
			add_political_power = 75
		} {
			limit = {
				has_country_leader = {
					character = PAL_fuad_nassar
					ruling_only = yes
				}
			}
			add_stability = 0.1
			add_ideas = PAL_cooperate_with_husseinis
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ASW_DD_navy_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ASW_DD_navy_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_OFF
		} {
			EAI_FOCUS/NAVY/ASW_destroyer_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_ASW_Destroyer_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/ASW_destroyer EAI_FOCUS/NAVY/ASW_destroyer_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_confiscate_church_lands
Constructs: prerequisite, limit, add_stability, completion_reward, every_core_state, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_confiscate_church_lands
	icon = GFX_focus_PER_communist_afghanistan_intervention
	prerequisite = {
		focus = CZE_agrarian_reform
	} {
		focus = CZE_realign_the_church
	}
	cost = 5
	relative_position_id = CZE_realign_the_church
	x = 0
	y = 2
	completion_reward = {
		add_stability = -0.03
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 1
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: PAN
Component: PAN_characters
Constructs: recruit_character
Source: game
File: history/countries/PAN - Panama.txt

Code:
# Leaders & Characters for PAN
recruit_character = PAN_harmodio_arias_madrid PAN_bartolomé_sinibaldi PAN_tiburcio_andino PAN_aniceto_andino PAN_enrique_jimenez_brin PAN_nestor_urribe_suarez PAN_carlos_zavala PAN_marcos_a_gelabert PAN_juan_jose_parada PAN_arturo_osborne_irraga PAN_enrico_fabrego_paz PAN_ferdinando_hernandez_ytuarte PAN_margarita_belloso_jimenez PAN_omar_torrijos PAN_bolivar_villarino PAN_juan_a_hernandez PAN_juan_remon PAN_manuel_rios_urribe PAN_victor_pareja PAN_nicolas_ardito_barletta PAN_jose_pezet
### Entity: National Focus
Tree: hol_focus
Component: HOL_domestic_vehicle_designs
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_domestic_vehicle_designs
	prerequisite = {
		focus = HOL_daf
	}
	icon = GFX_goal_generic_army_motorized
	x = 0
	y = 1
	relative_position_id = HOL_daf
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = HOL_domestic_vehicle_designs
			bonus = 1.0
			uses = 1
			category = motorized_equipment
		}
		add_ideas = HOL_domestic_vehicle_designs
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_target_country_S01
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_target_country_S01 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_INVASION_target_countries^1 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = S01
		value = 15000
	}
}
### Entity: Country History
Country: TRI
Component: TRI_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/TRI - Trinidad and Tobago.txt

Code:
# Politics & Parties for TRI
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	fascism = 1
	communism = 1
	neutrality = 23
}
### Entity: Focus Titlebar Style
Component: ENG_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = ENG_focus_style
	unavailable = GFX_focus_unavailable_joint_ENG
	completed = GFX_focus_completed_joint_ENG
	available = GFX_focus_can_start_joint_ENG
	current = GFX_focus_current_joint_ENG
}
### Entity: Idea
Component: SAX_abi
Source: game
File: common/ideas/saxony.txt

Code:
SAX_abi = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = SAX
	}
	traits = {
		air_bomber_interception_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: ENG_blitz_spirit_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_blitz_spirit_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.2
		war_support_factor = 0.05
		weekly_bombing_war_support = 0.001
	}
}
### Entity: Character
Component: SIK_duban
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SIK_duban = {
	random = no
	sprite = 13
	conscription_factor = 0.05
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_prioritize_domestic_radar_research_r56
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_prioritize_domestic_radar_research_r56
	prerequisite = {
		focus = SIA_develop_the_southern_bases_r56
	}
	mutually_exclusive = {
		focus = SIA_incorporate_allied_radar_designs_r56
	}
	icon = GFX_goal_generic_radar
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 1
	relative_position_id = SIA_develop_the_southern_bases_r56
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SIA_prioritize_domestic_radar_research_r56
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = r56_generic_radar_idea
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
	}
}
### Entity: Order of Battle
Component: 3 Dokuritsu Shubirentai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = 3 Dokuritsu Shubirentai
	location = 10521
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: idea_RAJ_under_the_yoke_of_peacock_throne
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_under_the_yoke_of_peacock_throne = {
	allowed = {
		original_tag = RAJ
	}
	picture = chi_war_of_resistance
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	modifier = {
		subjects_autonomy_gain = -2
	}
}
### Entity: Idea
Component: GYA_mt
Source: game
File: common/ideas/guyana.txt

Code:
GYA_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = GYA
	}
	traits = {
		military_theorist
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ATurkeyMapScreenshot.jpeg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
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The following pages link to File:TurkeyMapScreenshot.jpeg:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:TurkeyMapScreenshot.jpeg"
### Entity: Character
Component: HOL_prince_bernhard
Constructs: has_completed_focus, limit, has_dlc, has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_prince_bernhard = {
	advisor = {
		slot = political_advisor
		idea_token = HOL_prince_bernhard
		cost = 100.0
		allowed = {
			OR = {
				original_tag = HOL INS
			}
			has_dlc = Man the Guns
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			if = {
				limit = {
					original_tag = HOL
				}
				has_completed_focus = HOL_the_only_man_in_the_dutch_government
			}
		}
		traits = {
			adventurous_daredevil
		}
	}
	name = HOL_prince_bernhard
	portraits = {
		army = {
			small = GFX_idea_HOL_prince_bernhard
		}
	}
}
### Entity: AI Strategy
Component: CHI_european_allies
Constructs: has_war, is_in_faction, is_faction_leader
Source: game
File: common/ai_strategy_plans/CHI_default_strategy_plan.txt

Code:
CHI_european_allies = {
	name = Minor European Countries
	allowed = {
		OR = {
			original_tag = ROM HUN BUL YUG ITA CZE DEN NOR SWE FIN SPR POR HOL BEL LUX POL LAT LIT EST CRO SLO
		}
	}
	enable = {
		has_war = yes
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		} {
			original_tag = ROM HUN BUL YUG ITA CZE DEN NOR SWE FIN SPR POR HOL BEL LUX POL LAT LIT EST CRO SLO
		}
	}
	abort = {
		OR = {
			has_war = no
			AND = {
				is_in_faction = yes
				is_faction_leader = no
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = CHI
		value = -500
	} {
		type = alliance
		id = PRC
		value = -500
	} {
		type = alliance
		id = GXC
		value = -500
	} {
		type = alliance
		id = YUN
		value = -500
	} {
		type = alliance
		id = XSM
		value = -500
	} {
		type = alliance
		id = SHX
		value = -500
	} {
		type = alliance
		id = SIK
		value = -500
	}
}
### Entity: Character
Component: SIA_humble_anti_imperialist_r56
Constructs: compliance_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_humble_anti_imperialist_r56 = {
	random = no
	sprite = 13
	compliance_gain = 0.05
	enemy_justify_war_goal_time = 0.5
	opinion_gain_monthly_factor = 0.25
	trade_opinion_factor = 0.25
}
### Entity: National Focus
Component: ah_foreign_expeditions
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_foreign_expeditions
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = ah_volunteer_corps
	}
	x = 0
	y = 1
	relative_position_id = ah_volunteer_corps
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = foreign_expeditions_focus
	}
}