Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_heavy_cruiser_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, create_equipment_variant, add_equipment_production
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_heavy_cruiser_focus
	icon = GFX_focus_generic_cruiser2
	prerequisite = {
		focus = CHI_heavy_ship_research
	}
	mutually_exclusive = {
		focus = CHI_battleship_focus
	}
	x = 1
	y = 1
	relative_position_id = CHI_heavy_ship_research
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			create_equipment_variant = {
				name = Chiang Class
				type = ship_hull_cruiser_coastal_defense_ship
				name_group = CHI_CA_HISTORICAL
				parent_version = 0
				modules = {
					front_1_custom_slot = ship_anti_air_1
					mid_1_custom_slot = ship_secondaries_1
					rear_1_custom_slot = empty
					fixed_ship_battery_slot = ship_medium_battery_1
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					fixed_ship_radar_slot = empty
					fixed_ship_engine_slot = cruiser_ship_engine_2
					fixed_ship_secondaries_slot = ship_secondaries_1
					fixed_ship_armor_slot = ship_armor_cruiser_1
				}
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_cruiser_coastal_defense_ship
					creator = CHI
					version_name = Chiang Class
				}
				requested_factories = 1
				progress = 0.8
				amount = 1
			} {
				equipment = {
					type = ship_hull_cruiser_coastal_defense_ship
					creator = CHI
					version_name = Chiang Class
				}
				requested_factories = 1
				progress = 0.8
				amount = 1
			} {
				equipment = {
					type = ship_hull_cruiser_coastal_defense_ship
					creator = CHI
					version_name = Chiang Class
				}
				requested_factories = 1
				progress = 0.8
				amount = 1
			} {
				equipment = {
					type = ship_hull_cruiser_coastal_defense_ship
					creator = CHI
					version_name = Chiang Class
				}
				requested_factories = 1
				progress = 0.8
				amount = 1
			}
		}
		ELSE = {
			create_equipment_variant = {
				name = Chiang Class
				type = heavy_cruiser_1
				obsolete = yes
				name_group = CHI_CA_HISTORICAL
			}
			add_equipment_production = {
				equipment = {
					type = heavy_cruiser_1
					version_name = Chiang Class
				}
				requested_factories = 1
				progress = 0.8
				amount = 1
			} {
				equipment = {
					type = heavy_cruiser_1
					version_name = Chiang Class
				}
				requested_factories = 1
				progress = 0.8
				amount = 1
			} {
			
# ... (truncated)
### Entity: National Focus
Tree: tur_focus
Component: TUR_invite_bulgaria
Constructs: prerequisite, completion_reward, is_in_faction_with, is_subject_of, has_capitulated
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_invite_bulgaria
	icon = GFX_focus_generic_befriend_bulgaria
	prerequisite = {
		focus = TUR_the_mediterranean_entente
	}
	x = -2
	y = 1
	relative_position_id = TUR_the_mediterranean_entente
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		BUL = {
			OR = {
				is_in_faction_with = TUR
				is_subject_of = TUR
				exists = no
				has_capitulated = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		BUL = {
			country_event = {
				id = generic.5
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/COL_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = COL
		}
		requested_factories = 1
		progress = 0.33
		efficiency = 100
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_communist_influence
Constructs: prerequisite, limit, add_ideas, has_government, is_major, completion_reward, is_puppet, is_in_faction_with
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_communist_influence
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = RUT_a_free_rusyn_state
	}
	relative_position_id = RUT_a_free_rusyn_state
	available = {
		OR = {
			has_government = communism
			AND = {
				is_puppet = no
				has_government = democratic
				any_other_country = {
					is_in_faction_with = RUT
					is_major = yes
					has_government = communism
				}
			}
		}
		if = {
			limit = {
				RUT = {
					is_subject = yes
				}
			}
			RUT = {
				OVERLORD = {
					has_government = communism
				}
			}
		}
	}
	x = -7
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = communist_influence
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: EAI_neutrality_idea
Source: game
File: common/ideas/EAI_ideas.txt

Code:
EAI_neutrality_idea = {
	allowed = {
		always = no
	}
	modifier = {
		ai_get_ally_desire_factor = -10000
	}
	picture = FRA_scw_intervention_nationalists_focus
}
### Entity: Equipment
Component: mio_cat_eq_only_light_fighter_and_CAS_no_cv
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
	equipment_type = {
		small_plane_airframe_0 small_plane_airframe_1 small_plane_airframe_2 small_plane_airframe_3 small_plane_airframe_4 small_plane_airframe_5 fighter_equipment_0 fighter_equipment_1 fighter_equipment_2 fighter_equipment_3 jet_fighter_equipment rocket_interceptor_equipment small_plane_cas_airframe_0 small_plane_cas_airframe_1 small_plane_cas_airframe_2 small_plane_cas_airframe_3 small_plane_cas_airframe_4 CAS_equipment_1 CAS_equipment_2 CAS_equipment_3
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_enact_conscription
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_enact_conscription
	icon = GFX_focus_SWE_varnplikt
	prerequisite = {
		focus = ICE_support_equipment
	}
	x = 1
	y = 1
	relative_position_id = ICE_support_equipment
	cost = 10
	available = {

	}
	mutually_exclusive = {
		focus = ICE_a_profesional_army
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = ICE_conscription_idea
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_chinese_general_staff
Constructs: shared_focus, prerequisite, limit, add_ideas, has_government, completion_reward, has_idea, has_global_flag
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_chinese_general_staff
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = CHI_sea_give_falkenhausen_citizenship
	} {
		focus = CHI_sea_closer_ties_with_germany
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_give_falkenhausen_citizenship
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = CHI_incompetent_officers
		} {
			has_global_flag = falkenhausen_recalled
		}
		if = {
			limit = {
				NOT = {
					OR = {
						has_government = neutrality
						GER = {
							has_government = ROOT
						}
					}
				}
			}
			GER_will_support = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = CHI_chinese_general_staff
	}
}
### Entity: Character
Component: LAT_tomas_spade
Source: game
File: common/characters/LAT.txt

Code:
LAT_tomas_spade = {
	name = LAT_tomas_spade
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = LAT_tomas_spade
		allowed = {
			original_tag = LAT
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: POR_joao_francisco_de_barbosa_azevedo
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_joao_francisco_de_barbosa_azevedo = {
	advisor = {
		slot = political_advisor
		idea_token = POR_joao_francisco_de_barbosa_azevedo
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		available = {
			OR = {
				has_completed_focus = POR_appease_monarchists POR_a_royal_wedding
			}
		}
		traits = {
			traditionalist_theorist
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_joao_francisco_de_barbosa_azevedo
	portraits = {
		army = {
			small = GFX_idea_POR_joao_francisco_de_barbosa_azevedo
		}
	}
}
### Entity: National Focus
Tree: xic_focus
Component: XIC_northwest_bandit_suppression_headquarters
Constructs: completion_reward, allow_branch, cancel_if_invalid, add_command_power, add_manpower
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XIC_northwest_bandit_suppression_headquarters
	icon = GFX_focus_CHI_popular_army
	x = 34
	y = 0
	cost = 5
	ai_will_do = {
		base = 20
	}
	allow_branch = {
		tag = XIC
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_command_power = 50
		add_manpower = 25000
	}
}
### Entity: Event
Component: DOD_romania.115
Constructs: is_triggered_only
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.115
	title = DOD_romania.115.t
	desc = DOD_romania.115.desc
	picture = GFX_report_event_czech_soldier_01
	is_triggered_only = yes
	option = {
		name = DOD_romania.115.a
	}
}
### Entity: Order of Battle
Component: Grenzschutz-Abschnitts-Kommando 3
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = Grenzschutz-Abschnitts-Kommando 3
	location = 3484
	division_template = Sicherungs-Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = GER
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.23
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.23
	title = NSB_soviet_fascist_tsarist.23.t
	desc = NSB_soviet_fascist_tsarist.23.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.22.a
		effect_tooltip = {
			FROM = {
				add_to_faction = ROOT
			}
		}
		news_event = {
			id = nsb_news.402
			hours = 12
		}
	}
}
### Entity: Doctrine
Component: mobile_defense
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/land/armor_subdoctrines.txt

Code:
mobile_defense = {
	track = armor
	name = SUBDOCTRINE_MOBILE_DEFENSE
	description = SUBDOCTRINE_MOBILE_DEFENSE_DESC
	icon = GFX_doctrine_mobile_defense_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = USA FIN
			}
		} {
			factor = 0.5
			is_major = no
		}
	}
	armored_engineer = {
		battalion_mult = {
			category = category_all_armor
			entrenchment = 0.02
			add = yes
		}
	}
	category_all_armor = {
		defense = 0.1
	}
	rewards = {
		mechanized_offensive = {
			mechanized = {
				defense = 0.1
				soft_attack = 0.1
			}
		}
		advance_under_fire = {
			light_armor = {
				breakthrough = 0.1
				default_morale = 0.2
			}
			medium_armor = {
				breakthrough = 0.1
				default_morale = 0.1
			}
		}
		attached_support = {
			assault_engineer = {
				max_organisation = 10
			}
			armored_engineer = {
				max_organisation = 10
			}
			armored_signal = {
				max_organisation = 10
			}
			category_self_propelled_anti_air_regimental_support = {
				max_organisation = 10
				air_attack = 0.05
			}
		}
		combined_anti_armor = {
			anti_tank = {
				battalion_mult = {
					category = category_all_armor
					hard_attack = 0.05
					ap_attack = 0.05
				}
			}
			category_tank_destroyer_regimental_support = {
				max_organisation = 5
				hard_attack = 0.05
				ap_attack = 0.15
			}
		}
		tank_on_tank_engagement = {
			category_all_armor = {
				hard_attack = 0.1
				soft_attack = 0.1
				ap_attack = 0.05
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.51
Constructs: is_triggered_only, limit, add_stability, add_political_power, has_active_mission, add_days_mission_timeout
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.51
	title = bftb_bulgaria_factions.51.t
	desc = bftb_bulgaria_factions.51.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.51.a
		BUL_zveno_low_loyalty_decrease_effect = yes
		BUL_zveno_medium_popularity_decrease_effect = yes
		add_stability = -0.05
		add_political_power = 50
		if = {
			limit = {
				has_active_mission = BUL_impending_zveno_coup
			}
			add_days_mission_timeout = {
				mission = BUL_impending_zveno_coup
				days = BUL_zveno_coup_timer_delay_high
			}
		}
	}
}
### Entity: Character
Component: MNC_rainier_iii_of_monaco
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
MNC_rainier_iii_of_monaco = {
	random = no
	improve_relations_maintain_cost_factor = -0.1
	democratic_acceptance = 50
	fascism_acceptance = -75
	stability_factor = 0.05
}
### Entity: Event
Component: mongol_genden.10
Constructs: is_triggered_only, limit, remove_ideas, add_war_support, add_stability, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.10
	title = mongol_genden.10.t
	desc = mongol_genden.10.d
	picture = GFX_report_event_MON_amar_with_russians_and_rightists
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_genden.10.a
		add_political_power = 150
		add_war_support = 0.2
		set_country_flag = mongolia_anti_genden_massive_civil_war
		custom_effect_tooltip = mongolia_anti_genden_massive_civil_war_tt
		MON_soviet_low_influence_decrease_effect = yes
		if = {
			limit = {
				has_active_mission = MON_soviet_backed_coup
			}
			add_days_mission_timeout = {
				mission = MON_soviet_backed_coup
				days = -100
			}
		}
	} {
		name = mongol_genden.10.b
		add_political_power = -20
		add_stability = 0.05
		set_country_flag = purged_by_genden_small_flag
		custom_effect_tooltip = remove_political_advisor
		show_ideas_tooltip = MON_dorjjavyn_luvsansharav MON_dansranbilegiin_dogsom
		hidden_effect = {
			remove_ideas = MON_dorjjavyn_luvsansharav MON_dansranbilegiin_dogsom
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = small_decrease
			}
		}
		MON_soviet_medium_influence_decrease_effect = yes
		if = {
			limit = {
				has_active_mission = MON_soviet_backed_coup
			}
			add_days_mission_timeout = {
				mission = MON_soviet_backed_coup
				days = 70
			}
		}
	} {
		name = mongol_genden.10.c
		add_political_power = -50
		add_stability = 0.1
		set_country_flag = purged_by_genden_small_flag purged_by_genden_big_flag
		custom_effect_tooltip = remove_political_advisor
		show_ideas_tooltip = MON_dorjjavyn_luvsansharav MON_dansranbilegiin_dogsom MON_anandyn_amar MON_khas_ochiryn_luvsandorj
		hidden_effect = {
			remove_ideas = MON_dorjjavyn_luvsansharav MON_dansranbilegiin_dogsom MON_anandyn_amar MON_khas_ochiryn_luvsandorj
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		}
		MON_soviet_high_influence_decrease_effect = yes
		if = {
			limit = {
				has_active_mission = MON_soviet_backed_coup
			}
			add_days_mission_timeout = {
				mission = MON_soviet_backed_coup
				days = 140
			}
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_The_Graveyard_of_Empires
Constructs: prerequisite, completion_reward, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_The_Graveyard_of_Empires
	icon = GFX_goal_generic_attack_afghanistan
	cost = 10
	available = {
		NOT = {
			is_in_faction_with = AFG
		}
		surrender_progress = < 0.1
		AFG = {
			exists = yes
		}
	}
	ai_will_do = {
		factor = 2
	}
	bypass = {
		is_in_faction_with = AFG
	}
	prerequisite = {
		focus = PAK_Align_the_Soviet_Union PAK_Align_Japan PAK_Our_Own_Path
	}
	x = 6
	y = 6
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = AFG
			expire = 0
		}
	}
}
### Entity: Idea
Component: CHI_tsr_a_new_empire_idea_2
Constructs: research_speed_factor, has_dlc, removal_cost, conscription_factor
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tsr_a_new_empire_idea_2 = {
	picture = CHI_the_republic_restored
	name = CHI_tsr_a_new_empire_idea
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		research_speed_factor = 0.05
		experience_gain_army_factor = 0.1
		production_speed_infrastructure_factor = 0.05
		conscription_factor = 0.05
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_exiles_in_the_air
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, has_capitulated, add_manpower, add_offsite_building
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_exiles_in_the_air
	icon = GFX_goal_italy_further_pilots_training
	relative_position_id = EGY_the_army_in_exile
	x = -1
	y = 1
	cost = 10
	available = {
		has_capitulated = yes
	}
	available_if_capitulated = yes
	prerequisite = {
		focus = EGY_the_army_in_exile
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		air_experience = 25
		add_manpower = 1000
		add_equipment_to_stockpile = {
			type = small_plane_airframe
			amount = 50
			producer = EGY
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}
### Entity: Unit Leader
Component: 2
Source: game
File: common/unit_leader/00_logistics_skills.txt

Code:
2 = {
	cost = 200
	type = navy
	modifier = {
		naval_hit_chance = 0.1
		naval_coordination = 0.03
	}
}
### Entity: Idea
Component: HUN_fiat
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_fiat = {
	picture = fiat
	available = {
		has_completed_focus = wuw_HUN_license_fiat_tankettes
	}
	ai_will_do = {
		base = 2
	}
	allowed = {
		original_tag = HUN
		has_dlc = Gotterdammerung
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
}
### Entity: AI Strategy
Component: mountaineers_SIA
Constructs: has_tech
Source: game
File: common/ai_templates/templates_SIA.txt

Code:
mountaineers_SIA = {
	available_for = {
		SIA
	}
	role = mountaineers
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = tech_mountaineers
			}
		}
	}
	mountaineers_Siam = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				artillery = 1
				logistics_company = 1
				rangers_support = 1
			}
			regimental_support = {
				anti_air_battery = 1
				fire_support = 1
			}
			regiments = {
				mountaineers = 9
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_naval_auxiliary_patrol_taog
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_naval_auxiliary_patrol_taog
	icon = GFX_focus_generic_naval_discipline
	prerequisite = {
		focus = AST_royal_australian_navy
	}
	relative_position_id = AST_royal_australian_navy
	x = 2
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_royal_australian_navy_spirit_tt
		add_to_variable = {
			AST_royal_australian_navy_spirit_spotting_chance = 0.1
			tooltip = spotting_chance_tt
		} {
			AST_royal_australian_navy_spirit_navy_weather_penalty = -0.1
			tooltip = navy_weather_penalty_tt
		} {
			AST_royal_australian_navy_spirit_navy_intel_factor = 0.05
			tooltip = navy_intel_factor_tt
		} {
			AST_royal_australian_navy_spirit_navy_casualty_on_sink = -0.1
			tooltip = navy_casualty_on_sink_tt
		}
	}
	search_filters = {

	}
}
### Entity: Idea
Component: PER_revise_universal_drafting_law
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_revise_universal_drafting_law = {
	picture = chi_army_corruption2
	removal_cost = -1
	modifier = {
		conscription = 0.005
		planning_speed = 0.1
		land_doctrine_cost_factor = -0.05
	}
}
### Entity: Decision
Component: ENG_concessions_to_the_trade_unions
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/ENG_decision_categories.txt

Code:
ENG_concessions_to_the_trade_unions = {
	icon = eng_concessions_to_the_trade_unions
	picture = GFX_decision_cat_picture_concessions_to_the_trade_unions
	allowed = {
		original_tag = ENG
	}
	visible = {
		has_completed_focus = ENG_concessions_to_the_trade_unions
	}
}
### Entity: Event
Component: kmt.235
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.235
	title = kmt.235.t
	desc = kmt.235.d
	is_triggered_only = yes
	picture = GFX_report_event_chinese_soldiers_fighting
	option = {
		name = kmt.235.a
	}
}
### Entity: Order of Battle
Component: 1st Hsingking Ch'i Ping Lu
Constructs: division_template
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = 1st Hsingking Ch'i Ping Lu
	location = 4572
	division_template = Ch'i Ping Lu
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: MPL_zeev_jabotinsky
Source: game
File: common/characters/MPL.txt

Code:
MPL_zeev_jabotinsky = {
	portraits = {
		civilian = {
			large = gfx/leaders/ISR/r56_portrait_ISR_Zeev_Jabotinsky.dds
		}
	}
	name = Ze'ev Jabotinsky
	country_leader = {
		ideology = revisionist_zionism
	}
}
### Entity: Technology Category
Component: technology_folders
Constructs: has_dlc
Source: game
File: common/technology_tags/00_technology.txt

Code:
technology_folders = {
	infantry_folder = {
		ledger = army
	}
	support_folder = {
		ledger = army
	}
	armour_folder = {
		ledger = army
		available = {
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
	nsb_armour_folder = {
		ledger = army
		available = {
			has_dlc = No Step Back
		}
	}
	artillery_folder = {
		ledger = army
	}
	air_techs_folder = {
		available = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		ledger = air
	}
	bba_air_techs_folder = {
		available = {
			has_dlc = By Blood Alone
		}
		ledger = air
	}
	naval_folder = {
		available = {
			not = {
				has_dlc = Man the Guns
			}
		}
		ledger = navy
	}
	mtgnavalfolder = {
		available = {
			has_dlc = Man the Guns
		}
		ledger = navy
	}
	mtgnavalsupportfolder = {
		available = {
			has_dlc = Man the Guns
		}
		ledger = navy
	}
	industry_folder = {
		ledger = civilian
	}
	land_doctrine_folder = {
		ledger = army
		doctrine = yes
	}
	naval_doctrine_folder = {
		ledger = navy
		doctrine = yes
	}
	air_doctrine_folder = {
		ledger = air
		doctrine = yes
	}
	special_forces_doctrine_folder = {
		available = {
			OR = {
				has_dlc = Arms Against Tyranny No Compromise, No Surrender
			}
		}
		ledger = hidden
		doctrine = yes
	}
	electronics_folder = {
		ledger = civilian
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_entice_the_greeks
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_in_faction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_entice_the_greeks
	icon = GFX_focus_generic_befriend_greece
	mutually_exclusive = {
		focus = TUR_carve_up_greece
	}
	prerequisite = {
		focus = TUR_invite_bulgaria
	}
	x = 0
	y = 1
	relative_position_id = TUR_invite_bulgaria
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		is_in_faction_with = GRE
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		GRE = {
			if = {
				limit = {
					ROOT = {
						is_in_faction = yes
					}
				}
				country_event = generic.5
			}
			else = {
				custom_effect_tooltip = invite_to_faction_tt
			}
		}
	}
}