Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: lar_end_the_occupation.4
Constructs: is_triggered_only, ai_chance, annex_country, is_ai
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_end_the_occupation.4
	title = lar_end_the_occupation.4.t
	desc = lar_end_the_occupation.4.desc
	picture = GFX_report_event_degaulle_inspect_troops
	is_triggered_only = yes
	option = {
		name = lar_end_the_occupation.4.a
		ai_chance = {
			factor = 80
		}
		FROM = {
			country_event = lar_end_the_occupation.5
		}
		effect_tooltip = {
			annex_country = {
				target = VIC
				transfer_troops = yes
			}
		}
	} {
		name = lar_end_the_occupation.4.b
		ai_chance = {
			factor = 20
			modifier = {
				FROM = {
					is_ai = no
				}
				factor = 0
			}
		}
		FROM = {
			country_event = lar_end_the_occupation.6
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_motorization_effort
Constructs: prerequisite, completion_reward, has_tech, cancel_if_invalid, unlock_decision_tooltip, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_motorization_effort
	text = ABC_motorization_effort
	icon = GFX_focus_generic_truck
	prerequisite = {
		focus = KAL_establish_a_military_academy
	}
	x = 3
	y = 1
	relative_position_id = KAL_establish_a_military_academy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		has_tech = motorised_infantry
	}
	cancel_if_invalid = yes
	completion_reward = {
		unlock_decision_tooltip = ABC_motorize_the_army
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_one_persian_ottoman_war_to_end_them_all
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, has_focus_tree, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_one_persian_ottoman_war_to_end_them_all
	icon = GFX_goal_generic_attack_persia
	prerequisite = {
		focus = TUR_restore_the_imperial_borders TUR_western_detente
	}
	mutually_exclusive = {
		focus = TUR_amicable_ties_across_the_middle_east
	}
	x = 6
	y = 1
	relative_position_id = TUR_restore_the_imperial_borders
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
		if = {
			limit = {
				NOT = {
					has_completed_focus = TUR_restore_the_imperial_borders
				}
			}
			custom_trigger_tooltip = {
				tooltip = TUR_one_persian_ottoman_war_to_end_them_all_requirement_tt
			}
			PER = {
				if = {
					limit = {
						has_focus_tree = R56_persian_focus
					}
					OR = {
						has_completed_focus = PER_strategic_nationalizations PER_nationalize_aioc PER_nationalize_the_means_of_production
					}
				}
				else = {

				}
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_controlled_state = {
					OR = {
						state = 266 988 419
					}
				}
			}
			TUR = {
				create_wargoal = {
					target = PREV
					type = take_claimed_state
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: EAI_DD_5/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: wtt_manchukou.1
Constructs: is_triggered_only, ai_chance, has_global_flag, random_hours
Source: game
File: events/WTT_Manchukou.txt

Code:
country_event = {
	id = wtt_manchukou.1
	title = wtt_manchukou.1.t
	desc = wtt_manchukou.1.desc
	picture = GFX_report_event_manchukuo_army_2
	is_triggered_only = yes
	option = {
		name = wtt_manchukou.1.a
		ai_chance = {
			base = 10
			modifier = {
				has_global_flag = CHI_xian_refused
				factor = 0
			}
		}
		FROM = {
			puppet = ROOT
			country_event = {
				id = wtt_manchukou.2
				hours = 2
				random_hours = 4
			}
		}
	} {
		name = wtt_manchukou.1.b
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = wtt_manchukou.3
				hours = 2
				random_hours = 4
			}
		}
	}
}
### Entity: Character
Component: unruly_falangist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
unruly_falangist = {
	random = no
	sprite = 13
	generate_wargoal_tension = -0.5
	justify_war_goal_time = -0.25
	war_support_factor = 0.05
}
### Entity: Building
Component: buildings
Constructs: research_speed_factor, base_cost
Source: game
File: common/buildings/tykn_buildings.txt

Code:
buildings = {
	state_city = {
		show_on_map = 9
		base_cost = 4500
		level_cap = {
			state_max = 3
			shares_slots = yes
		}
		country_modifiers = {
			modifiers = {
				MONTHLY_POPULATION = 0.3
				consumer_goods_factor = -0.01
			}
		}
		state_modifiers = {
			local_supplies = 0.1
		}
		icon_frame = 33
		value = 8
		infrastructure_construction_effect = yes
		show_modifier = yes
		allied_build = yes
	}
	parti_binasi = {
		show_on_map = 0
		base_cost = 17000
		country_modifiers = {
			modifiers = {
				research_speed_factor = 0.04
			}
		}
		icon_frame = 35
		only_costal = no
		level_cap = {
			state_max = 3
			shares_slots = yes
		}
		value = 8
		infrastructure_construction_effect = yes
		show_modifier = yes
	}
	celik_fab = {
		show_on_map = 1
		base_cost = 9000
		icon_frame = 34
		local_resources_steel = 3
		local_resources_aluminium = 2
		level_cap = {
			state_max = 25
			shares_slots = yes
		}
		value = 5
		infrastructure_construction_effect = yes
		show_modifier = yes
		refinery = yes
	}
	tungsten_fab = {
		show_on_map = 1
		base_cost = 10000
		icon_frame = 36
		local_resources_tungsten = 1
		level_cap = {
			state_max = 25
			shares_slots = yes
		}
		value = 5
		infrastructure_construction_effect = yes
		show_modifier = yes
		refinery = yes
	}
	coal_fab = {
		show_on_map = 1
		base_cost = 7500
		icon_frame = 32
		local_resources_coal = 2
		level_cap = {
			state_max = 25
			shares_slots = yes
		}
		value = 5
		infrastructure_construction_effect = yes
		show_modifier = yes
		refinery = yes
	}
	court_house = {
		show_on_map = 0
		base_cost = 8500
		icon_frame = 37
		country_modifiers = {
			modifiers = {
				compliance_growth = 0.03
				resistance_growth = -0.05
			}
		}
		state_modifiers = {
			recruitable_population_factor = 0.05
			local_non_core_manpower = 0.08
		}
		level_cap = {
			shares_slots = yes
			state_max = 1
		}
		value = 5
		infrastructure_construction_effect = yes
		show_modifier = yes
		refinery = no
	}
}
### Entity: Military Industrial Organization
Component: CHI_hanyan_arsenal_organization
Constructs: is_literally_china, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_hanyan_arsenal_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_CHI_hanyang
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN MEN
		}
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	available = {
		owner = {
			controls_state = CHI.mio_locations^4
		}
	}
}
### Entity: Modifier Reference
Construct: air_superiority_efficiency
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_superiority_efficiency

* Number with 0 decimal places
* **Categories**: air
### Entity: State History
Component: 397
Constructs: add_core_of
Source: game
File: history/states/397-Syktyvkar.txt

Code:
state = {
	id = 397
	name = STATE_397
	manpower = 137203
	state_category = pastoral
	history = {
		victory_points = {
			108 1
		}
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV KOM
	}
	provinces = {
		6 99 108 186 1295 1307 3000 3155 4298 6121 6202 7318 7330 7712 7898 9145 9225 10579 11179 11200 11203 12558
	}
	local_supplies = 0.0
}
### Entity: Event
Component: new_ger.1
Constructs: is_triggered_only, division_template, add_equipment_to_stockpile, set_stability, limit, add_ideas, remove_ideas, has_government
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.1
	title = new_ger.1.t
	desc = new_ger.1.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = new_ger.1.a
		set_country_flag = GER_operation_valkyre_flag
		hidden_effect = {
			IF = {
				limit = {
					NOT = {
						has_army_size = {
							size = > 25
							type = infantry
						}
						has_army_manpower = {
							size = > 250000
						}
					}
				}
				load_oob = GER_1936
			} {
				limit = {
					NOT = {
						has_country_flag = GER_sideline_goerdeler_flag
					}
				}
				activate_advisor = ludwig_beck
				add_trait = {
					character = GER_ludwig_beck
					slot = army_chief
					trait = GER_authoritarian_conservative
				}
				set_can_be_fired_in_advisor_role = {
					character = GER_ludwig_beck
					value = no
				}
			} {
				limit = {
					has_country_flag = GER_secure_the_kaisers_support_flag
				}
				add_advisor_role = {
					character = GER_wilhelm_ii
					activate = yes
					advisor = {
						cost = 100
						slot = political_advisor
						idea_token = wilhelm_ii
						traits = {
							anti_democrat imperial_connections GER_kaiser_fake_trait
						}
					}
				}
				set_can_be_fired_in_advisor_role = {
					character = GER_wilhelm_ii
					value = no
				}
			}
			add_ideas = GER_diplomatic_uncertainty
			else = {
				add_ideas = GER_lack_of_civilian_government
			}
			set_capital = {
				state = 55
			}
			start_civil_war = {
				keep_all_characters = yes
				ruling_party = neutrality
				ideology = fascism
				size = var:GER_civil_war_size
				army_ratio = var:GER_civil_war_size
				capital = 64
				states = {
					64 61 52 53 54 60 65 66 67 68 62 63 5
				}
				PREV = {
					GER_adolf_hitler = {
						set_nationality = PREV.PREV
					}
					GER_heinrich_himmler = {
						set_nationality = PREV.PREV
					}
					GER_walter_model = {
						set_nationality = PREV.PREV
					}
					GER_hermann_hoth = {
						set_nationality = PREV.PREV
					}
					GER_walter_kruger = {
						set_nationality = PREV.PREV
					}
					GER_paul_hausser = {
						set_nationality = PREV.PREV
					}
					GER_sepp_dietrich = {
						set_nationality = PREV.PREV
					}
					GER_felix_steiner = {
						set_nationality = PREV.PREV
					}
					IF = {
						limit = {
							NOT = {
								has_country_flag = GER_a_disturbing_deal_sa_flag
							}
						}
						GER_viktor_lutze = {
							set_nationality = PR
# ... (truncated)
### Entity: Idea
Component: SWE_lion_of_the_north
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_lion_of_the_north = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		army_attack_factor = 0.08
		army_speed_factor = 0.08
	}
}
### Entity: Modding Documentation
Construct: Enabling_tactics:
Constructs: Enabling_tactics:, enable_tactic
Source: vanilla_docs
File: common/doctrines/grand_doctrines/_documentation.md

Doc:
### Enabling tactics:
```
enable_tactic = tactic_unexpected_thrust # Or any other tactic
enable_tactic = tactic_elastic_defense
```
### Entity: National Focus
Tree: chl_focus
Component: CHL_crown_antoine_as_sovereign_king
Constructs: prerequisite, limit, remove_ideas, has_government, add_war_support, has_country_flag, completion_reward, has_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_crown_antoine_as_sovereign_king
	icon = GFX_focus_CHL_crown_antoine_as_sovereign_king
	relative_position_id = CHL_sell_arica_to_peru
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_sell_arica_to_peru
	} {
		focus = CHL_utilize_national_populism CHL_outlaw_socialism
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL_CHARACTER
	}
	available = {
		has_government = neutrality
		has_country_flag = CHL_approached_by_mysterious_frenchman
	}
	completion_reward = {
		add_war_support = 0.05
		country_event = {
			id = CHL_political_events.74
			hours = 0
		}
		event_option_tooltip = CHL_political_events.74.a
		hidden_effect = {
			IF = {
				limit = {
					has_idea = idea_CHL_repubican_guard
				}
				remove_ideas = idea_CHL_repubican_guard
			}
			country_event = {
				id = CHL_political_events.97
				days = 3
				random_days = 30
			}
			news_event = {
				id = CHL_news_events.5
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_convoy_production_strategy
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_convoy_production_strategy = {
	enable = {
		num_of_naval_factories = > 10
		stockpile_ratio = {
			archetype = convoy
			ratio = < 500
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_naval_factories = > 10
				stockpile_ratio = {
					archetype = convoy
					ratio = < 750
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 3
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_locomotive_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_locomotive_industry
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = QUE_stimulate_the_economy
	}
	relative_position_id = QUE_stimulate_the_economy
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = QUE_locomotive_industry
			bonus = 1
			uses = 2
			category = train_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: ss_recruitment_event.23
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_stability, add_political_power, has_idea, has_political_power
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.23
	title = ss_recruitment_event.23.t
	desc = ss_recruitment_event.23.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.23.a
		ai_chance = {
			base = 15
		}
		add_stability = -0.1
	} {
		name = ss_recruitment_event.23.b
		ai_chance = {
			base = 10
		}
		add_political_power = -80
		if = {
			limit = {
				has_idea = heinrich_himmler
			}
			remove_ideas = heinrich_himmler
		}
		subtract_from_variable = {
			var = wehrmacht_anger
			value = 15
		}
	} {
		name = ss_recruitment_event.22.b
		add_political_power = -150
		subtract_from_variable = {
			var = SS_anger
			value = 5
		}
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				has_political_power = < 0
			}
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_logistics_department
Constructs: shared_focus, prerequisite, limit, completion_reward, allow_branch, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_logistics_department
	icon = GFX_focus_generic_supply_line
	relative_position_id = SMB_army
	prerequisite = {
		focus = SMB_army
	}
	x = -6
	y = 1
	cost = 10
	allow_branch = {
		NOT = {
			original_tag = CHL
		}
	}
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_supply_combat_penalties_on_core_factor = -0.15
				tooltip = supply_combat_penalties_on_core_factor_tt
			} {
				JUNO_modifier_production_speed_supply_node_factor = 0.25
				tooltip = production_speed_supply_node_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_supply_combat_penalties_on_core_factor = -0.15
				tooltip = supply_combat_penalties_on_core_factor_tt
			} {
				JUNO_modifier_production_speed_supply_node_factor = 0.25
				tooltip = production_speed_supply_node_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_supply_combat_penalties_on_core_factor = -0.15
				tooltip = supply_combat_penalties_on_core_factor_tt
			} {
				JUNO_modifier_production_speed_supply_node_factor = 0.25
				tooltip = production_speed_supply_node_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_supply_combat_penalties_on_core_factor = -0.15
				tooltip = supply_combat_penalties_on_core_factor_tt
			} {
				JUNO_modifier_production_speed_supply_node_factor = 0.25
				tooltip = production_speed_supply_node_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_supply_combat_penalties_on_core_factor = -0.15
				tooltip = supply_combat_penalties_on_core_factor_tt
			} {
				JUNO_modifier_production_speed_supply_node_factor = 0.25
				tooltip = production_speed_supply_node_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_supply_combat_penalties_on_core_factor = -0.15
				tooltip = supply_combat_penalties_on_
# ... (truncated)
### Entity: Decision
Component: SIA_finding_a_path_forward_r56
Constructs: has_global_flag
Source: game
File: common/decisions/categories/SIA_r56_decision_categories.txt

Code:
SIA_finding_a_path_forward_r56 = {
	priority = 2
	allowed = {
		original_tag = SIA
	}
	visible = {
		NOT = {
			has_global_flag = sia_dlc_focus_tree
		}
	}
	icon = GFX_decision_category_eng_concessions_to_the_trade_unions
}
### Entity: Country History
Country: DMN
Component: DMN_misc
Constructs: set_research_slots, set_convoys, set_country_flag
Source: game
File: history/countries/DMN - Dominica.txt

Code:
# Misc for DMN
capital = 1082
set_research_slots = 2
set_convoys = 5
set_country_flag = monroe_doctrine
### Entity: Modding Documentation
Construct: toggle_silhouette_portraits
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## toggle_silhouette_portraits
* Not available in release build

Enables and disables silhouette portraits.
### Entity: Decision
Component: NOR_fascist_preparation_decisions_category
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, limit, has_government, has_country_flag, add_political_power, has_variable
Source: game
File: common/decisions/NOR.txt

Code:
NOR_fascist_preparation_decisions_category = {
	NOR_prepare_state_fascist = {
		icon = {
			key = GFX_decision_NOR_prepare_state_fasc_0
			trigger = {
				FROM = {
					NOT = {
						has_variable = NOR_state_preparation
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_fasc_1
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 1
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_fasc_2
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 2
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_fasc_3
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 3
					}
				}
			}
		}
		visible = {
			has_completed_focus = NOR_lurk_in_the_shadows
			has_war = no
			NOT = {
				has_global_flag = NOR_quislings_coup_happened
			}
			OR = {
				ROOT = {
					has_country_flag = NOR_going_fascist
				}
				FROM = {
					has_state_flag = NOR_preparing_state
				}
			}
		}
		available = {
			FROM = {
				check_variable = {
					NOR_state_preparation = < 3
				}
			}
		}
		state_target = yes
		targets = {
			state = 110 921 922 142 920 143 923 144 924 925
		}
		target_trigger = {
			FROM = {
				is_core_of = NOR
				NOT = {
					state = 914
				}
				OR = {
					check_variable = {
						NOR_state_preparation = < 3
					}
					has_state_flag = NOR_preparing_state
				}
			}
		}
		custom_cost_text = decision_cost_fasc_prepare_convoy_pp
		custom_cost_trigger = {
			has_equipment = {
				convoy = > NOR_prep_fasc_cost_convoy_trigger
			}
			has_political_power = > NOR_prep_fasc_cost_pp
		}
		days_remove = NOR_prep_fasc_remove_days
		complete_effect = {
			hidden_effect = {
				add_equipment_to_stockpile = {
					type = convoy_1
					amount = NOR_prep_fasc_cost_convoy_remove
					producer = NOR
				}
				add_political_power = NOR_prep_fasc_cost_pp_remove
			}
			FROM = {
				NOR_start_state_preparation = yes
			}
		}
		remove_effect = {
			FROM = {
				NOR_end_state_preparation = yes
			}
		}
		cancel_trigger = {
			has_war = yes
		}
		cancel_effect = {
			FROM = {
				NOR_end_state_preparation = yes
			}
		}
		ai_will_do = {
			base = 100
			modifier = {
				factor = 0.2
				has_completed_focus = NOR_nasjonal_samling
			} {
				factor = 0
				has_completed_focus = NOR_quislings_coup
			}
		}
	}
	NOR_invite_fascist_to_invade = {
		cost = 75
		visible = {
			an
# ... (truncated)
### Entity: Military Industrial Organization
Component: TUR_killigil_endustrileri_organization
Constructs: has_country_flag, has_dlc
Source: game
File: common/military_industrial_organization/organizations/TUR_organization.txt

Code:
TUR_killigil_endustrileri_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_tur_killigil_endustrileri
	allowed = {
		tag = TUR
		has_dlc = Battle for the Bosporus
	}
	available = {
		owner = {
			has_country_flag = TUR_sponsored_killigil_armaments_flag
		}
	}
}
### Entity: Event
Component: wtt_news.21
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.21
	title = wtt_news.21.t
	desc = wtt_news.21.desc
	picture = GFX_news_event_german_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.21.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.21.b
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.21.d
		trigger = {
			NOT = {
				original_tag = GER SOV
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_merge_the_military_and_civilian_governments
Constructs: prerequisite, limit, completion_reward, has_cosmetic_tag, set_cosmetic_tag, add_popularity
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_merge_the_military_and_civilian_governments
	icon = GFX_focus_generic_military_dictatorship
	prerequisite = {
		focus = LIT_expand_military_budget
	}
	x = 1
	y = 1
	relative_position_id = LIT_expand_military_budget
	mutually_exclusive = {
		focus = LIT_restore_public_elections LIT_indivisible_power_of_the_state
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		promote_character = LIT_stasys_rastikis
		if = {
			limit = {
				NOT = {
					has_cosmetic_tag = BAL_UNIFIED
				}
			}
			set_cosmetic_tag = LIT_MIL
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
	}
}
### Entity: State History
Component: 996
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/996-Uzhhorod.txt

Code:
state = {
	id = 996
	name = STATE_996
	manpower = 304438
	state_category = developed_rural
	history = {
		victory_points = {
			13301 2
		}
		buildings = {
			infrastructure = 3
			air_base = 1
		}
		owner = CZE
		add_core_of = CZE RUT
		add_claim_by = HUN UKR
		add_to_array = {
			state_victory_points = 13301
		}
	}
	provinces = {
		13301
	}
	local_supplies = 0.0
}