Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: KBK
Source: game
File: common/names/00_names.txt

Code:
KBK = {
	male = {
		names = {
			Abatiy Aghwrbiy Albech Albot Alhx'es Alhx'o Alijiqwe Amisch Andeimir Andeimirqan Anzawir Anzoriqwe Areqshu Ashemez Axwemghwet Bagh Bale Bate Batiy Batirbiy Bat'e Bedin Bediniqwe Belatse Beletoqwe Beresbiy Beroqwe Betey Betoqwe Betrez Beizriqwe Beiqan Beird Biybeird Biybolet Biylhosten Blaneshu Bobe Bolet Bore Bot Bube Bubeird Bile Bilu Chawis Chetsu Ch'ischiqwe Dat Dawe Dariqwe Debaghwe Degwzchey Diyde Dox'wshiqwe Dizchin Discheshu Dzedzu Dzeghaschte Dzepsch Dzeshu Dzu Dzudze Dzune Dzidzu Foqwe Ghwaze Ghwch'e Ghwch'el' Ghwch'eschawe Ghwsch'ine Ghwsch'ipse Hebale Hebashe Hebexw Hebiy Hebizh Hech'ashe Hegwtsire Hemash Hemashe Hemat' Hemat'e Hemats Hemit'e Hemt'ut' Henasch'e Henaschx'we Henax'we Hepasch'e Hep'at' Hep'ot' Herebiy Hesane Hesansh Heschawe Hesch'emaxwe Heshir Heshore Hetal Hetaliy Hetaw Hetezchiqwe Hetiqe Hetiqwe Hetize Het'ox'wschiqwe Hetschiqwe Hetsile Hetsiqe Hetsiqwe Hetsu Hetu Het'ut'e Hewtiy Hezeishe Janchate Jatawe Jilax'sten Jirandiqwe Kitsu Kwrghwoqwe Kwsh Kwshbiy Kwshmez Kwshikw Lashe Lawirsen Lemashe Lhepsch Lhosten Lhostenasch Lhostenbiy L'if' L'imaxwe Mamish Mamishe Mamsir Mamsriqwe Mariqwe Mash Mashe Mat'e Mat'u Maxwe Med Men Menshaq Meshiqwe Mile Miqe Misost Mize Mut'e Nal Nalbiy Nali Napts'e Narich Nart Nartbiy Nartschawe Nartshu Nasch Naschx'we Natbiy Natrib Nawirbiy Nawriz Nax'we Nedighe Neghwey Nep'it' Nerzan Nesren Nex'wat'e Nex'wpsch Pagwe Paq Pariyqe Pashe P'at' P'it'u Pschibiy Pschimaxwe Pschimide Pschiqan Pschizebiy Psebide Qaniqwe Qanschawe Qanschobiy Qaschx'we Qeit Qeitiqwe Qex'wn Qideghaze Qilishbiy Qwbatiy Qwlhshiqwe Qwsh Schad Schaqmen Schebet Schebetiqwe Scherel'oqwe Schewey Schihbolet Schihim Schiyherbiy Scholex'w Schoqal Senjeley Serebiy Sha Shabiyix'w Shaghir Shaghirbiy Shaps Shat' Shiys Shore Shu Shumaf'e Shumaxwe Shume Shupagwe Shupashe Shuqe Shuwey Sirixw Sosriqwe Takwu Tawqan Teimbolet Teimbore Teimbot Teipsiriqwe Teirchiqwe Teiwvezh T'emashe Tighwen Tighwenbiy T'igwe Tiqe Tiqire Tolbiy Tolhesten Toqwe Tsane Tsats Tsatsu Tsiqire Tsu Tsumash Tsut'e T'ut' Werdeschawe Werdeschiqwe Wezirmes Wezirmej Wezrej Wezroqwe Wighwrli Wivzhiqwe X'imisch X'wat'e Xwemghwet X'wet Yamdezh Yapenes Yedij Yelbizdiqwe Yelhqan Yeljiriqwe Yelhix'w Yemish Yeristam Yerzhib Yetech Yex'wl'e Yinaliqwe Yinarmes Zawirbiy Zeik'we Zeik'weshu Zhaniqwe Zhanqeit Zhansex'w Zhansiyt Zhanteimir Zhantighwen Zhanx'wet Zh
# ... (truncated)
### Entity: Character
Component: hindu_nationalist
Constructs: annex_cost_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
hindu_nationalist = {
	sprite = 5
	resistance_target = -0.05
	annex_cost_factor = -0.25
	justify_war_goal_time = -0.33
	army_core_attack_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_ascension_of_todt
Constructs: prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward, is_ai, has_country_leader
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_ascension_of_todt
	icon = GFX_focus_GER_ascension_of_todt
	prerequisite = {
		focus = GER_fuhrerprinzip
	}
	x = -7
	y = 1
	relative_position_id = GER_fuhrerprinzip
	cost = 2
	available = {
		if = {
			limit = {
				is_ai = yes
			}
			hidden_trigger = {
				NOT = {
					has_country_flag = GER_todt_was_ascended_flag
				}
			}
		} {
			limit = {
				has_country_flag = GER_inner_circle_event_pending_flag
			}
			NOT = {
				has_country_flag = GER_inner_circle_event_pending_flag
			}
		} {
			limit = {
				has_country_flag = GER_inner_circle_cd_flag
			}
			custom_trigger_tooltip = {
				tooltip = GER_inner_circle_cd_days_tt
				NOT = {
					has_country_flag = GER_inner_circle_cd_flag
				}
			}
		}
		has_government = fascism
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = GER_fritz_todt
			}
		}
		GER_inner_circle_is_ascension_cd_over = yes
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY
	}
	select_effect = {
		set_country_flag = GER_todt_ascension_flag
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = GER_ascension_of_character_tt
			CHARACTER = GER_fritz_todt
		} generic_skip_one_line_tt {
			localization_key = GER_ascension_of_character_focus_tt
			CHARACTER = GER_fritz_todt
		}
		show_ideas_tooltip = GER_todt_reich_engineer
		if = {
			limit = {
				OR = {
					check_variable = {
						GER_ascended_advisor_1 = 1
					} {
						GER_ascended_advisor_2 = 1
					} {
						GER_ascended_advisor_3 = 1
					}
				}
			}
			log = Advisor was already there. STOP CHEATING!
		}
		else_if = {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 0
					compare = not_equals
				} {
					GER_ascended_advisor_2 = 0
					compare = not_equals
				} {
					GER_ascended_advisor_3 = 0
					compare = not_equals
				}
			}
			hidden_effect = {
				set_variable = {
					GER_ascending_advisor = 1
				}
				country_event = GER_inner_circle.01
			}
			custom_effect_tooltip = generic_skip_one_line_tt {
				localization_key = GER_event_to_replace_ascended_advisor_tt
				EVENT = GER_inner_circle.01.t
				CHARACTER = GER_fritz_todt
			}
		}
		else = {
			hidden_effect = {
				add_ideas = GER_todt_reich_engineer
			}
			if = {
				limit = {
					check_variable = {
						GER_ascended_advisor_1 = 0
		
# ... (truncated)
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_latin_bloc
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_global_flag, is_historical_focus_on, set_rule, create_faction_from_template
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_latin_bloc
	available = {
		has_global_flag = scw_over
		NOT = {
			has_completed_focus = SPA_join_the_axis
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_iberian_pact
	}
	icon = GFX_goal_generic_alliance
	x = 0
	y = 1
	relative_position_id = SPA_the_iberian_pact
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_european_dominance
			name = SPA_latin_bloc
			icon = GFX_faction_logo_generic_15
		}
		every_other_country = {
			limit = {
				OR = {
					original_tag = POR CAT NAV GLC ITA
					tag = VIC
				}
				is_in_faction = no
			}
			country_event = {
				id = lar_spain.30
				hours = 12
				random_hours = 36
			}
		}
		hidden_effect = {
			news_event = {
				id = lar_news.19
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_spread_of_fascism
Constructs: limit, has_government, has_country_flag, completion_reward, add_political_power, is_historical_focus_on, is_ai, add_named_threat
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_the_spread_of_fascism
	icon = GFX_goal_CHL_the_spread_of_fascism
	relative_position_id = CHL_consolidate_the_government
	x = 10
	y = 0
	cost = 10
	offset = {
		trigger = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
		x = -10
		y = 0
	}
	mutually_exclusive = {
		focus = CHL_consolidate_the_government
	} {
		focus = CHL_the_popular_front
	}
	bypass = {
		has_country_flag = R56_chile_fascist_scw_given_tag
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			add = 24.9
			is_historical_focus_on = no
		} {
			add = 0.1
			is_historical_focus_on = no
			ARG = {
				is_ai = yes
			}
			GER = {
				AND = {
					is_ai = no
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = CHL_the_spread_of_fascism_tt available_political_advisor
		if = {
			limit = {
				NOT = {
					has_country_flag = R56_chile_fascist_scw_given_tag
				}
			}
			add_named_threat = {
				threat = 0.2
				name = CHL_the_spread_of_fascism_t
			}
		}
		add_political_power = 25
		add_timed_idea = {
			idea = CHL_spread_of_fascist
			days = 365
		}
		show_ideas_tooltip = CHL_carlos_keller
		set_country_flag = CHL_uprising_called_off
		hidden_effect = {
			if = {
				limit = {
					ROOT = {
						is_ai = yes
					}
				}
				add_political_power = 150
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: ENG_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_ECU
Constructs: has_government, is_ai
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_respect_monroe_doctine_even_if_evil_people_are_eating_latin_america_ECU = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		threat = < 0.95
		tag = ENG
		ENG = {
			has_government = democratic
		}
		country_exists = ECU
		ECU = {
			AND = {
				is_ai = yes
				has_government = democratic
			}
		}
	}
	abort = {
		NOT = {
			country_exists = ECU
		}
	}
	ai_strategy = {
		type = befriend
		id = ECU
		value = -800
	} {
		type = alliance
		id = ECU
		value = -150
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_forge_a_national_identity
Constructs: prerequisite, add_ideas, completion_reward, is_subject, add_timed_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_forge_a_national_identity
	icon = GFX_focus_PER_demand_afghan_territory
	prerequisite = {
		focus = AFG_expand_the_kings_powerbase AFG_biding_our_time
	}
	x = -6
	y = 1
	relative_position_id = AFG_biding_our_time
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = AFG_constructing_a_national_identity_idea
			days = 730
		}
		custom_effect_tooltip = AFG_constructing_a_national_identity_tt
		effect_tooltip = {
			add_ideas = AFG_a_nation_united_idea
		}
	}
}
### Entity: Event
Component: poland.204
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.204
	title = poland.204.t
	desc = poland.204.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.204.a
	}
}
### Entity: Character
Component: HRZ_communist_guy
Constructs: has_government
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = HRZ_communist_guy
		allowed = {
			original_tag = HRZ
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_proclaim_the_new_state
Constructs: prerequisite, has_government, has_country_flag, completion_reward, add_political_power, add_popularity, set_politics
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_proclaim_the_new_state
	icon = GFX_goal_LAT_thunder_cross
	prerequisite = {
		focus = LAT_radical_opposition
	}
	relative_position_id = LAT_radical_opposition
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			AND = {
				has_country_flag = LAT_fascist_influence_flag
				fascism = > 0.35
			}
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 3
	}
	bypass = {

	}
	completion_reward = {
		add_political_power = 100
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: new_ger.45
Constructs: is_triggered_only, retire_character, add_popularity
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.45
	title = new_ger.45.t
	desc = new_ger.45.d
	picture = GFX_report_event_soviet_purge_politicians
	is_triggered_only = yes
	option = {
		name = new_ger.45.a
		retire_character = GER_heinrich_brandler GER_august_thalheimer
		add_popularity = {
			ideology = communism
			popularity = 0.03
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_defend_our_islands
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_defend_our_islands
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = NZL_form_the_rnzaf NZL_coastal_defense
	}
	x = -3
	y = 3
	relative_position_id = NZL_expand_the_nzpaf
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = NZL_defend_our_islands
			bonus = 1.0
			uses = 2
			category = naval_air
		}
	}
}
### Entity: Order of Battle
Component: 14. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 14. Kuva-yi Milliye Tugayi
	location = 886
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_con_to_army
Constructs: prerequisite, has_war, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_con_to_army
	icon = GFX_focus_generic_treaty
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	prerequisite = {
		focus = SWI_end_con
	}
	available_if_capitulated = yes
	x = 35
	y = 3
	completion_reward = {
		swap_ideas = {
			remove_idea = SWI_standing_army
			add_idea = SWI_standing_army_2
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/amphibious_armor.txt

Code:
sub_units = {
	amphibious_armor = {
		abbreviation = ATK
		sprite = amphibious_armor
		map_icon_category = armored
		priority = 2501
		ai_priority = 2000
		active = yes
		special_forces = yes
		marines = yes
		type = {
			armor
		}
		group = armor
		categories = {
			category_tanks category_front_line category_all_armor category_army category_amphibious_tanks category_marines_and_amphibious
		}
		combat_width = 2
		need = {
			amphibious_tank_chassis = 50
		}
		manpower = 500
		max_organisation = 10
		default_morale = 0.3
		training_time = 180
		max_strength = 2
		weight = 1
		supply_consumption = 0.2
		forest = {
			attack = -0.2
			movement = -0.4
		}
		mountain = {
			attack = -0.1
		}
		plains = {
			attack = -0.1
			movement = -0.1
		}
		jungle = {
			attack = -0.3
			movement = -0.4
		}
		urban = {
			attack = -0.4
			defence = -0.1
		}
		marsh = {
			attack = 0.3
		}
		river = {
			attack = 0.4
		}
		amphibious = {
			attack = 0.6
		}
	}
	amphibious_light_armor = {
		abbreviation = LAM
		sprite = amphibious_armor
		map_icon_category = armored
		priority = 2501
		ai_priority = 2000
		active = yes
		special_forces = yes
		marines = yes
		type = {
			armor amphibious
		}
		group = armor
		categories = {
			category_tanks category_front_line category_all_armor category_army category_amphibious_tanks
		}
		combat_width = 2
		need = {
			light_tank_amphibious_chassis = 50
		}
		manpower = 500
		max_organisation = 10
		default_morale = 0.3
		training_time = 180
		max_strength = 2
		weight = 1
		supply_consumption = 0.2
		forest = {
			attack = -0.2
			movement = -0.4
		}
		mountain = {
			attack = -0.1
		}
		plains = {
			attack = -0.1
			movement = -0.1
		}
		jungle = {
			attack = -0.3
			movement = -0.4
		}
		urban = {
			attack = -0.4
			defence = -0.1
		}
		marsh = {
			attack = 0.3
		}
		river = {
			attack = 0.4
		}
		amphibious = {
			attack = 0.6
		}
	}
	amphibious_medium_armor = {
		abbreviation = MAM
		sprite = amphibious_armor
		map_icon_category = armored
		priority = 2501
		ai_priority = 2000
		active = yes
		special_forces = yes
		marines = yes
		type = {
			armor amphibious
		}
		group = armor
		categories = {
			category_tanks category_front_line category_all_armor category_army category_amphibious_tanks
		}
		combat_width = 2
		need = {
			medium_tank_amphibious_chassis = 50
		}
		manpower = 500
		max_organisation = 10
		default_morale = 0.
# ... (truncated)
### Entity: Idea
Component: EAI_DD_12/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
}
### Entity: State History
Component: 990
Constructs: add_core_of
Source: game
File: history/states/990-Manipur.txt

Code:
state = {
	id = 990
	name = STATE_990
	provinces = {
		1525 1553 12322
	}
	state_category = rural
	manpower = 445606
	history = {
		owner = RAJ
		add_core_of = MPU
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			1553 5
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 1.0
}
### Entity: Decision
Component: GRE_divided_nation_category
Constructs: has_completed_focus, remove_ideas, political_power_gain, has_country_flag, add_stability, fire_only_once, industrial_capacity_factory, has_dlc
Source: game
File: common/decisions/GRE_r56.txt

Code:
GRE_divided_nation_category = {
	GRE_communist_insurrection = {
		icon = generic_ignite_civil_war
		available = {
			hidden_trigger = {
				has_country_flag = r56_commie_crisis
				OR = {
					NOT = {
						has_country_flag = gre_bftb_focus_tree_cf
					} {
						has_dlc = Battle for the Bosporus
					}
				}
			}
		}
		priority = 10
		days_mission_timeout = 135
		fire_only_once = yes
		activation = {
			AND = {
				NOT = {
					has_country_flag = gre_bftb_focus_tree_cf
				}
				OR = {
					NOT = {
						has_game_rule = {
							rule = GRE_focus_tree_selection
							option = STANDARD_TREE
						}
					} {
						has_dlc = Battle for the Bosporus
					}
				}
				original_tag = GRE
			}
		}
		visible = {
			AND = {
				hidden_trigger = {
					NOT = {
						has_country_flag = gre_bftb_focus_tree_cf
					}
					OR = {
						NOT = {
							has_game_rule = {
								rule = GRE_focus_tree_selection
								option = STANDARD_TREE
							}
						} {
							has_dlc = Battle for the Bosporus
						}
					}
				}
				original_tag = GRE
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			GRE = {
				country_event = {
					hours = 1
					id = greece.81
				}
			}
			hidden_effect = {
				set_country_flag = r56_commie_crisis
			}
		}
	}
	GRE_legislative_elections = {
		icon = generic_political_rally
		available = {
			hidden_trigger = {
				has_country_flag = GRE_legislative_elections_r56
				NOT = {
					has_country_flag = gre_bftb_focus_tree_cf
				}
				OR = {
					NOT = {
						has_game_rule = {
							rule = GRE_focus_tree_selection
							option = STANDARD_TREE
						}
					} {
						has_dlc = Battle for the Bosporus
					}
				}
			}
		}
		priority = 8
		days_mission_timeout = 22
		fire_only_once = yes
		activation = {
			AND = {
				hidden_trigger = {
					NOT = {
						has_country_flag = gre_bftb_focus_tree_cf
					}
					OR = {
						has_game_rule = {
							rule = GRE_focus_tree_selection
							option = R56_TREE
						}
						NOT = {
							has_dlc = Battle for the Bosporus
						}
					}
				}
				original_tag = GRE
			}
		}
		visible = {
			original_tag = GRE
			hidden_trigger = {
				OR = {
					has_game_rule = {
						rule = GRE_focus_tree_selection
						option = R56_TREE
					}
					NOT = {
						has_dlc = Battle for the Bosporus
					}
				}
			}
		}
		cancel_if_not_visible = yes
		is_good = yes
		timeout_effect = {
			hidden_
# ... (truncated)
### Entity: Country History
Country: SAR
Component: SAR_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SAR - Sarawak.txt

Code:
# Misc for SAR
capital = 333
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_restore_the_divan
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, add_war_support, add_stability, add_opinion_modifier
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_restore_the_divan
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = TUR_purge_the_kemalists
	}
	x = -1
	y = 1
	relative_position_id = TUR_purge_the_kemalists
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 120
		if = {
			limit = {
				has_idea = TUR_celal_bayar
			}
			remove_ideas = TUR_celal_bayar
			add_ideas = TUR_said_i_nursi
		}
		else_if = {
			limit = {
				has_idea = TUR_adnan_menderes
			}
			remove_ideas = TUR_adnan_menderes
			add_ideas = TUR_said_i_nursi
		} {
			limit = {
				has_idea = TUR_fevzi_cakmak_prime_minister
			}
			remove_ideas = TUR_fevzi_cakmak_prime_minister
			add_ideas = TUR_said_i_nursi
		} {
			limit = {
				NOT = {
					OR = {
						has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
					}
				}
			}
			add_ideas = TUR_said_i_nursi
		}
		else = {
			add_war_support = 0.05
		}
		every_country_with_original_tag = {
			original_tag_to_check = GER
			limit = {
				has_completed_focus = GER_revive_the_kaiserreich
			}
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_righteous_traditionalists
			}
		} {
			original_tag_to_check = ENG
			limit = {
				has_completed_focus = ENG_the_kings_party
			}
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_righteous_traditionalists
			}
		} {
			original_tag_to_check = SPA
			limit = {
				has_completed_focus = SPA_restore_the_monarchy
			}
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_righteous_traditionalists
			}
		} {
			original_tag_to_check = FRA
			limit = {
				has_completed_focus = FRA_repeal_the_law_of_exile
			}
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_righteous_traditionalists
			}
		} {
			original_tag_to_check = POR
			limit = {
				has_completed_focus = POR_restoration_of_the_monarchy
			}
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_righteous_traditionalists
			}
		} {
			original_tag_to_check = GRE
			limit = {
				has_completed_focus = GRE_the_right_to_rule
			}
			add_opinion_modifier = {
				target = TUR
				modifie
# ... (truncated)
### Entity: Order of Battle
Component: Jinwei Bubing Tuan
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = Jinwei Bubing Tuan
	location = 4572
	division_template = Huncheng Shih
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_equipment_factor = 0.1
}
### Entity: Game Data
Component: hot_climate
Constructs: gain_when, change_camo_when
Source: game
File: common/acclimatation.txt

Code:
hot_climate = {
	gain_when = {
		weather_very_hot = 0.2
		weather_extreme_hot = 0.4
	}
	weather_modifiers_reduction_factor = 0.5
	change_camo_when = {
		desert
	}
	forbid_camo_when = {
		snow
	}
}