Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mongol_greater_mongolia.4
Constructs: is_triggered_only, add_war_support, save_event_target_as, clr_state_flag, clear_variable, remove_targeted_decision
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.4
	title = mongol_greater_mongolia.4.t
	desc = mongol_greater_mongolia.4.d
	picture = GFX_report_event_france_parade
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
				clr_state_flag = border_incident_active
			}
			FROM.FROM = {
				save_event_target_as = their_country
			}
			FROM.FROM.FROM = {
				save_event_target_as = their_state
				clr_state_flag = border_incident_active
			}
			clear_variable = attacker_state_vs_@FROM defender_state_vs_@FROM.FROM
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_border_realignment_cancelled
			}
		}
	}
	option = {
		name = mongol_greater_mongolia.4.a
		add_war_support = 0.1
	}
}
### Entity: Idea
Component: SIA_high_illiteracy_r56
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_high_illiteracy_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	} {
		always = yes
	}
	removal_cost = -1
	picture = poor_literacy
	modifier = {
		research_speed_factor = -0.25
	}
}
### Entity: Event
Component: BBA_italy_decide_the_fate_of_mussolini.3
Constructs: is_triggered_only, ai_chance, remove_ideas, add_war_support, add_political_power, has_country_leader, add_popularity, set_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_decide_the_fate_of_mussolini.3
	title = BBA_italy_decide_the_fate_of_mussolini.3.t
	desc = BBA_italy_decide_the_fate_of_mussolini.3.desc
	picture = GFX_report_event_generic_mussolini
	is_triggered_only = yes
	option = {
		name = BBA_italy_decide_the_fate_of_mussolini.3.a
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				has_country_leader = {
					character = ITA_italo_balbo
					ruling_only = yes
				}
			}
		}
		add_war_support = 0.05
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		remove_ideas = ITA_shadow_of_mussolini
		hidden_effect = {
			set_country_flag = ITA_mussolini_blame_communists
			retire_character = ITA_benito_mussolini
			news_event = {
				id = bba_news.103
				hours = 8
				random_hours = 2
			}
		}
	} {
		name = BBA_italy_decide_the_fate_of_mussolini.3.b
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				has_dino_grandi = yes
			}
		}
		add_political_power = 25
		ITA_bop_very_low_increase_effect = yes
		remove_ideas = ITA_shadow_of_mussolini
		hidden_effect = {
			set_country_flag = ITA_mussolini_cover_story
			retire_character = ITA_benito_mussolini
			news_event = {
				id = bba_news.103
				hours = 8
				random_hours = 2
			}
		}
	}
}
### Entity: Order of Battle
Component: 32a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 32a Brigada Legionario
	location = 13231
	division_template = Brigada Legionario
}
### Entity: Scripted Effect
Component: JAP_small_army_gain_and_small_naval_loss
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_small_army_gain_and_small_naval_loss = {
	if = {
		limit = {
			check_variable = {
				JAP_army_faction_influence_level = < JAP_tier_4_minimum_limit
			} {
				JAP_naval_faction_influence_level = > JAP_minimum_faction_level
			}
		}
		if = {
			limit = {
				OR = {
					AND = {
						JAP_army_faction_is_tier_1 = yes
						check_variable = {
							JAP_army_faction_influence_level = < JAP_tier_1_to_tier_2_small_gate
						}
					} {
						JAP_army_faction_is_tier_2 = yes
						check_variable = {
							JAP_army_faction_influence_level = < JAP_tier_2_to_tier_3_small_gate
						}
					} {
						JAP_army_faction_is_tier_3 = yes
						check_variable = {
							JAP_army_faction_influence_level = < JAP_tier_3_to_tier_4_small_gate
						}
					}
					JAP_army_faction_is_tier_4 = yes
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							JAP_army_faction_is_tier_1 = yes
							check_variable = {
								JAP_army_faction_influence_level = < JAP_tier_1_to_tier_2_small_gate
							}
						} {
							JAP_army_faction_is_tier_2 = yes
							check_variable = {
								JAP_army_faction_influence_level = < JAP_tier_2_to_tier_3_small_gate
							}
						} {
							JAP_army_faction_is_tier_3 = yes
							check_variable = {
								JAP_army_faction_influence_level = < JAP_tier_3_to_tier_4_small_gate
							}
						}
					}
				}
				custom_effect_tooltip = JAP_small_army_faction_gain_tt
				add_to_variable = {
					JAP_army_faction_influence_level = JAP_small_influence_point
				}
			}
			JAP_small_naval_faction_loss = yes
		}
		else_if = {
			limit = {
				OR = {
					AND = {
						JAP_naval_faction_is_tier_4 = yes
						check_variable = {
							JAP_naval_faction_influence_level = > JAP_tier_4_top_limit_check
						}
					} {
						JAP_naval_faction_is_tier_3 = yes
						check_variable = {
							JAP_naval_faction_influence_level = > JAP_tier_3_to_tier_4_small_gate
						}
					} {
						JAP_naval_faction_is_tier_2 = yes
						check_variable = {
							JAP_naval_faction_influence_level = > JAP_tier_2_to_tier_3_small_gate
						}
					}
					JAP_naval_faction_is_tier_1 = yes
				}
			}
			if = {
				limit = {
					OR = {
						AND = {
							JAP_naval_faction_is_tier_4 = yes
							check_variable = {
								JAP_naval_faction_influence_level = > JAP_tier_4_top_limit_check
							}
						} {
							JAP_naval_faction_is_tier_3 = yes
							check_variable = {
			
# ... (truncated)
### Entity: Event
Component: CHL_political_events.63
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.63
	title = CHL_political_events.63.t
	desc = CHL_political_events.63.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.63.a
		ai_chance = {
			base = 100
		}
		army_experience = 25
		add_war_support = 0.05
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_cultivate_the_conservative_parties
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_cultivate_the_conservative_parties
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = NOR_lurk_in_the_shadows
	}
	x = 1
	y = 1
	relative_position_id = NOR_lurk_in_the_shadows
	cost = 5
	available = {
		fascism = > 0.15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		hidden_effect = {
			find_local_dangerous_fascist = yes
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_organize_workers_strikes
Constructs: prerequisite, completion_reward, add_popularity, random_owned_controlled_state, add_timed_idea
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_organize_workers_strikes
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = TIB_legacy_of_long_march
	}
	relative_position_id = TIB_legacy_of_long_march
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		random_owned_controlled_state = {
			prioritize = {
				601
			}
			custom_effect_tooltip = TIB_create_workers_unit
		}
		add_timed_idea = {
			idea = TIB_workers_strikes
			days = 180
		}
	}
}
### Entity: Character
Component: LAT_vilis_lacis
Source: game
File: common/characters/LAT.txt

Code:
LAT_vilis_lacis = {
	name = LAT_vilis_lacis
	portraits = {
		civilian = {
			large = GFX_portrait_lat_vilis_lacis
		}
		army = {
			large = GFX_portrait_lat_vilis_lacis
			small = GFX_idea_LAT_vilis_lacis
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LAT_vilis_lacis
		allowed = {
			original_tag = LAT
		}
		traits = {
			backroom_backstabber
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
		traits = {
			anti_bolshevik_leftist
		}
	}
}
### Entity: Idea
Component: MEX_cedillo_tension
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_cedillo_tension = {
	name = MEX_cedillo_tension
	picture = chi_war_of_resistance
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = -0.03
	}
}
### Entity: Event
Component: venezuela.19
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.19
	picture = GFX_report_event_generic_rally_3
	title = venezuela.19.t
	desc = venezuela.19.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.19.a
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.24
Constructs: is_triggered_only, ai_chance, limit, every_state, has_dynamic_modifier
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.24
	title = BBA_ethiopia_exile_events.24.t
	desc = BBA_ethiopia_exile_events.24.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_read_write
	option = {
		name = BBA_ethiopia_exile_events.24.a
		ai_chance = {
			base = 10
		}
		every_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
		}
		custom_effect_tooltip = ETH_transfer_states_tt
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/GEO_2000.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 9
	}
	location = 6436
	division_template = Samto Divizia
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: Event
Component: wtt_germany.1000
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, random_days
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.1000
	title = wtt_germany.1000.t
	desc = wtt_germany.1000.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = wtt_germany.1000.a
		custom_effect_tooltip = wtt_germany.1000.a_tt
		add_political_power = -50
		ENG = {
			add_opinion_modifier = {
				target = GER
				modifier = GER_aided_in_ceremony_preparations
			}
		}
		hidden_effect = {
			country_event = {
				id = wtt_germany.1001
				days = 3
				random_days = 4
			}
		}
	} {
		name = wtt_germany.1000.b
		custom_effect_tooltip = wtt_germany.1000.b_tt
		add_political_power = 50
		hidden_effect = {
			country_event = {
				id = wtt_germany.1002
				days = 3
				random_days = 4
			}
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_enforce_pavelic_rule
Constructs: prerequisite, has_government, completion_reward, add_popularity, add_country_leader_trait
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_enforce_pavelic_rule
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = CRO_nationalism_focus
	}
	mutually_exclusive = {
		focus = CRO_italian_influence_focus
	}
	available = {
		has_government = fascism
	}
	relative_position_id = CRO_nationalism_focus
	x = 4
	y = 1
	cost = 8
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		} {
			ideology = communism
			popularity = -0.1
		}
		add_country_leader_trait = dictator
	}
}
### Entity: Decision
Component: ETH_second_italo_ethiopian_war_category
Constructs: has_dlc, has_global_flag
Source: game
File: common/decisions/categories/ETH_decision_categories.txt

Code:
ETH_second_italo_ethiopian_war_category = {
	icon = GFX_decision_category_ETH_italo_ethiopian_war
	scripted_gui = war_escalation_decision_ui
	allowed = {
		OR = {
			AND = {
				original_tag = ETH
				has_dlc = By Blood Alone
			}
			original_tag = ITA
		}
	}
	priority = {
		base = 15
	}
	visible = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	visible_when_empty = yes
}
### Entity: Character
Component: FIN_harald_ohquist
Source: game
File: common/characters/FIN.txt

Code:
FIN_harald_ohquist = {
	name = FIN_harald_ohquist
	portraits = {
		army = {
			small = GFX_portrait_FIN_harald_ohquist_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = FIN_harald_ohquist
		ledger = army
		allowed = {
			original_tag = FIN
		}
		traits = {
			army_entrenchment_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: State History
Component: 949
Constructs: add_core_of, add_claim_by, add_to_array, set_compliance
Source: game
File: history/states/949-Gaza.txt

Code:
state = {
	id = 949
	name = STATE_949
	history = {
		owner = MPL
		buildings = {
			infrastructure = 2
			1057 = {
				naval_base = 1
			}
		}
		victory_points = {
			1057 1
		}
		add_core_of = PAL
		add_claim_by = ISR
		add_to_array = {
			state_victory_points = 1057
		}
		set_compliance = 50
	}
	provinces = {
		1057
	}
	manpower = 26010
	buildings_max_level_factor = 1.0
	state_category = enclave
	local_supplies = 0.0
}
### Entity: Event
Component: CZE.407
Constructs: is_triggered_only, ai_chance, add_political_power, add_timed_idea, add_popularity
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.407
	title = CZE.407.t
	desc = CZE.407.d
	picture = GFX_CZKE_rude_pravo_report
	is_triggered_only = yes
	option = {
		name = CZE.407.a
		ai_chance = {
			factor = 0.8
		}
		add_timed_idea = {
			idea = CZE_communist_obstructions_idea
			days = 365
		}
	} {
		name = CZE.407.b
		ai_chance = {
			factor = 0.2
		}
		add_political_power = -75
		custom_effect_tooltip = political_change
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_the_test_flight_service
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_the_test_flight_service
	icon = GFX_focus_SOV_flying_clubs
	ai_will_do = {
		factor = 2
	}
	x = 3
	y = 0
	cost = 5
	relative_position_id = INS_koninklijk_nederlands_indisch_leger
	completion_reward = {
		air_experience = 10
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: bftb_greece.64
Constructs: is_triggered_only, limit, has_government, add_war_support, add_political_power, is_in_faction, remove_from_faction
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.64
	title = bftb_greece.64.t
	desc = bftb_greece.64.desc
	picture = GFX_report_event_gre_political_upheaval
	is_triggered_only = yes
	option = {
		name = bftb_greece.64.a
		if = {
			limit = {
				is_in_faction = yes
			}
			remove_from_faction = ROOT
		} {
			limit = {
				NOT = {
					GER = {
						has_government = fascism
					}
				}
			}
			ITA = {
				country_event = {
					id = bftb_greece.67
					days = 1
				}
			}
		}
		else = {
			GER = {
				country_event = {
					id = bftb_greece.68
					days = 1
				}
			}
			add_political_power = -50
			add_war_support = 0.05
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: SWE_the_winter_war_volunteers_idea
Constructs: has_war_with, has_defensive_war, removal_cost, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_the_winter_war_volunteers_idea = {
	allowed = {
		always = no
		FIN = {
			has_defensive_war = yes
			has_war_with = SOV
		}
		original_tag = SWE
	}
	cancel = {
		FIN = {
			NOT = {
				has_defensive_War_with = SOV
			}
		}
	}
	removal_cost = -1
	picture = tur_sub_zero_survival_training
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteer_size = 3
	}
}
### Entity: Character
Component: MAN_yoshiko_kawashima
Source: game
File: common/characters/MAN.txt

Code:
MAN_yoshiko_kawashima = {
	name = MAN_yoshiko_kawashima
	portraits = {
		army = {
			large = GFX_portrait_man_yoshiko_kawashima
			small = GFX_idea_MAN_yoshiko_kawashima
		}
	}
	gender = female
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Misc Config
Component: GEACPS_prosperity_occupation_law
Constructs: limit, has_country_flag, is_on_continent, compliance_gain, check_variable, set_temp_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
GEACPS_prosperity_occupation_law = {
	icon = 17
	sound_effect = Martial_Law_Interface_Autonomous_Occupation_Unique_DEM
	fallback_law = foreign_civilian_oversight
	visible = {
		AND = {
			original_tag = JAP
			has_country_flag = JAP_chose_to_support_east_asia_flag
			FROM = {
				capital_scope = {
					is_on_continent = asia
				}
			}
		}
	}
	state_modifier = {
		resistance_target = -0.15
		compliance_gain = 0
		required_garrison_factor = 0.05
		resistance_damage_to_garrison = -0.25
		local_factories = 0.1
		local_resources = 0.05
	}
	ai_will_do = {
		base = 250
		modifier = {
			check_variable = {
				resistance_target_without_law = > 0.3
			}
			add = 200
		} {
			check_variable = {
				resistance_target_without_law = > 0.44
			} {
				garrison_min_support_ratio = < requirement_limit
			}
			set_temp_variable = {
				requirement_limit = 0.35
			}
			if = {
				limit = {
					occupation_law = local_police_force_garrison
				}
				set_temp_variable = {
					requirement_limit = 0.55
				}
			}
			add = 350
		}
	}
}
### Entity: Technology
Component: infantry_weapons
Constructs: enable_equipments, enable_equipment_modules, enable_subunits, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_equipments = {
		infantry_equipment_0
	}
	enable_equipment_modules = {
		tank_heavy_machine_gun secondary_turret_hmg additional_machine_guns
	}
	enable_subunits = {
		infantry
	}
	path = {
		leads_to_tech = infantry_weapons1
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1918
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = -1
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SWE_decentralized_command_structure_idea
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_decentralized_command_structure_idea = {
	picture = SWE_pride_of_the_baltic
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		surrender_limit = 0.1
		supply_consumption_factor = -0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: indonesia_free_effect_2
Constructs: set_country_flag
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_free_effect_2 = {
	set_country_flag = INS_freed_from_dutch
	ROOT = {
		drop_cosmetic_tag = yes
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_ITA_coastal
Constructs: has_war, limit, is_major, set_temp_variable, check_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_ITA_coastal = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_ITA_coastal_TYPE_ID
	}
	if = {
		limit = {
			has_war = yes
			any_enemy_country = {
				is_major = yes
			}
			OR = {
				alliance_naval_strength_ratio = < 1.0
				check_variable = {
					EAI_num_surface_ships = < 25
				}
			}
		}
		set_temp_variable = {
			_get_state_home_area = 1
		} {
			_get_state_coastal = 1
		} {
			_get_province_naval_base = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_ITA_coastal_naval_base_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 2
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 4
		} {
			_project_type_id = strategy_type_id
		} {
			_get_state_home_area = 1
		} {
			_get_state_coastal = 1
		} {
			_get_province_coast = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_ITA_coastal_coast_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 1
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 2
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_get_target_states = yes yes
		EAI_PC_FORT_get_target_provinces = yes yes
		EAI_PC_FORT_limit_provinces = yes yes
		EAI_PC_FORT_add_to_valid_fortification_projects = yes yes
		EAI_PC_FORT_create = yes yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategies = strategy_type_id
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_integrate_the_fascist_council
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, set_party_name, has_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_integrate_the_fascist_council
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = TUR_kemalism_and_the_modern_movement
	}
	x = 0
	y = 1
	relative_position_id = TUR_kemalism_and_the_modern_movement
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_party_name = {
			ideology = fascism
			long_name = TUR_neutrality_party_long
			name = TUR_neutrality_party
		}
		if = {
			limit = {
				has_idea = TUR_ismet_inonu
			}
			remove_ideas = TUR_ismet_inonu
			add_ideas = TUR_recep_peker
		}
		else_if = {
			limit = {
				has_idea = TUR_fevzi_cakmak_prime_minister
			}
			remove_ideas = TUR_fevzi_cakmak_prime_minister
			add_ideas = TUR_recep_peker
		} {
			limit = {
				has_idea = TUR_sukru_saracoglu_prime_minister
			}
			remove_ideas = TUR_sukru_saracoglu_prime_minister
			add_ideas = TUR_recep_peker
		}
		else = {
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = TUR_recep_peker
		}
	}
}
### Entity: Character
Component: criminal_connexions
Constructs: stability_factor, production_speed_buildings_factor, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
criminal_connexions = {
	random = no
	sprite = 13
	communism_drift = -0.01
	production_speed_buildings_factor = 0.03
	consumer_goods_factor = -0.08
	stability_factor = -0.05
}