Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_finish_the_fight
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_wargoal_against, cancel_if_invalid, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_finish_the_fight
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = JAP_rebuild_the_civil_service
	} {
		focus = JAP_reeducation_campaign
	}
	x = 0
	y = 2
	relative_position_id = JAP_the_fate_of_the_imperial_family
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		country_exists = MAN
		MAN = {
			has_government = fascism
		}
	}
	bypass = {
		OR = {
			has_wargoal_against = MAN
			has_war_with = MAN
			MAN = {
				exists = no
			} {
				not = {
					has_government = fascism
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	will_lead_to_war_with = MAN
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			target = MAN
			type = puppet_wargoal_focus
			expire = 0
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = JAP_cleaning_up_our_own_mess
			days = 425
		}
		hidden_effect = {
			set_country_flag = {
				flag = JAP_dont_surrender_instantly_lock
				days = 360
			}
		}
	}
}
### Entity: Character
Component: PER_ali_razmara
Source: game
File: common/characters/PER.txt

Code:
PER_ali_razmara = {
	advisor = {
		slot = high_command
		idea_token = PER_ali_razmara
		ledger = air
		allowed = {
			original_tag = PER
		}
		traits = {
			air_airborne_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PER_ali_razmara
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: Character
Component: ITA_mario_ricci
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_mario_ricci = {
	name = ITA_mario_ricci
	portraits = {
		army = {
			small = GFX_portrait_ITA_mario_ricci_small
			large = GFX_portrait_ITA_mario_ricci
		}
	}
	field_marshal = {
		traits = {
			unyielding_defender trait_mountaineer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			OR = {
				has_completed_focus = ITA_defy_the_duce
				ITA_is_in_liberation_war = yes
			} {
				has_government = communism democratic
			}
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_coordinate_military_production
Constructs: prerequisite, joint_focus, cancel_if_invalid, add_to_variable, annex_cost_factor_tt
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_coordinate_military_production
	icon = GFX_focus_PER_limit_foreign_influence
	prerequisite = {
		focus = SSB_military_cooperation
	}
	relative_position_id = SSB_military_cooperation
	x = -3
	y = 1
	cost = 10
	text_icon = SSB_AFG_IRQ_PER_TUR_focus_style
	available = {
		SSB_basic_available_trigger = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 0
	}
	joint_trigger = {
		SSB_basic_available_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward_joint_originator = {
		custom_effect_tooltip = SSB_spirit_tooltip
		add_to_variable = {
			var = SSB_justify_war_goal_time
			value = -0.2
			tooltip = justify_war_goal_time_tt
		} {
			var = SSB_annex_cost_factor
			value = -0.2
			tooltip = annex_cost_factor_tt
		} {
			var = SSB_political_power_factor
			value = 0.125
			tooltip = political_power_factor_tt
		}
	}
	completion_reward_joint_member = {
		custom_effect_tooltip = SSB_spirit_tooltip
		add_to_variable = {
			var = SSB_justify_war_goal_time
			value = -0.15
			tooltip = justify_war_goal_time_tt
		} {
			var = SSB_annex_cost_factor
			value = -0.15
			tooltip = annex_cost_factor_tt
		} {
			var = SSB_political_power_factor
			value = 0.075
			tooltip = political_power_factor_tt
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_compromise_miklas
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_compromise_miklas
	icon = GFX_goal_AUS_ally_miklas_red
	relative_position_id = AUS_national_unity_government
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_national_unity_government
	}
	mutually_exclusive = {
		focus = AUS_remove_miklas
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_president_miklas
			add_idea = AUS_president_miklas_supportive
		}
	}
}
### Entity: Character
Component: army_guerilla_organizer_1
Constructs: planning_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
army_guerilla_organizer_1 = {
	sprite = 9
	random = no
	planning_speed = 0.02
	dig_in_speed_factor = 0.02
	supply_consumption_factor = -0.02
	out_of_supply_factor = -0.02
	resistance_growth_on_our_occupied_states = 0.05
}
### Entity: Event
Component: mandate_palestine.1003
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.1003
	title = mandate_palestine.1003.t
	desc = mandate_palestine.1003.d
	picture = GFX_report_event_MPL_haifa
	is_triggered_only = yes
	option = {
		name = mandate_palestine.1003.a
	}
}
### Entity: Military Industrial Organization
Component: generic_helicopter_organization
Constructs: has_dlc, equipment_bonus, build_cost_ic, maximum_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_helicopter_organization = {
	icon = GFX_idea_generic_helicopter_1
	allowed = {
		always = no
		has_dlc = Gotterdammerung
	}
	equipment_type = {
		helicopter_equipment
	}
	research_categories = {
		helicopter_tech
	}
	tree_header_text = {
		text = mio_header_tandem_rotor
		x = 1
	} {
		text = mio_header_single_rotor
		x = 3
	} {
		text = mio_header_engines
		x = 5
	} {
		text = mio_header_production
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_helicopter_manufacturer
		equipment_bonus = {
			build_cost_ic = -0.05
		}
	}
	trait = {
		token = generic_mio_trait_tandem_rotor_innovations
		name = generic_mio_trait_tandem_rotor_innovations
		icon = GFX_generic_mio_department_icon_tank_general_armor
		mutually_exclusive = {
			generic_mio_trait_single_rotor_innovations
		}
		equipment_bonus = {
			hardness = 0.05
			armor_value = 0.1
		}
		position = {
			x = 1
			y = 0
		}
	} {
		token = generic_mio_trait_single_rotor_innovations
		name = generic_mio_trait_single_rotor_innovations
		icon = GFX_generic_mio_trait_icon_build_cost_ic
		mutually_exclusive = {
			generic_mio_trait_tandem_rotor_innovations
		}
		equipment_bonus = {
			build_cost_ic = -0.05
		}
		position = {
			x = 3
			y = 0
		}
	} {
		token = generic_mio_trait_side_venting_exhaust
		name = generic_mio_trait_side_venting_exhaust
		icon = GFX_generic_mio_trait_icon_reliability
		equipment_bonus = {
			reliability = 0.05
		}
		position = {
			x = 5
			y = 0
		}
	} {
		token = generic_mio_trait_improved_engine
		name = generic_mio_trait_improved_engine
		icon = GFX_generic_mio_department_icon_plane_general_production
		any_parent = {
			generic_mio_trait_side_venting_exhaust
		}
		equipment_bonus = {
			reliability = 0.05
			maximum_speed = 0.1
		}
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_side_venting_exhaust
	} {
		token = generic_mio_trait_extra_seating
		name = generic_mio_trait_extra_seating
		icon = GFX_generic_mio_trait_icon_defense
		all_parents = {
			generic_mio_trait_tandem_rotor_innovations generic_mio_trait_improved_engine
		}
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_tandem_rotor_innovations
		equipment_bonus = {
			defense = 0.05
		}
	} {
		token = generic_mio_trait_co_axial_rotors
		name = generic_mio_trait_co_axial_rotors
		icon = GFX_generic_mio_trait_icon_maximum_speed
		all_parents = {
# ... (truncated)
### Entity: Idea
Component: cockerill_shipyards
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
cockerill_shipyards = {
	picture = BEL_cockerill_shipyards_organization
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		naval_manufacturer
	}
}
### Entity: Order of Battle
Component: air_wing_629
Source: game
File: history/units/USA_1936_air_legacy.txt

Code:
air_wings = {
	629 = {
		fighter_equipment_0 = {
			owner = USA
			amount = 48
		}
		tac_bomber_equipment_0 = {
			owner = USA
			amount = 36
		}
	}
}
### Entity: Decision
Component: RUT_contact_nationalists
Source: game
File: common/decisions/categories/RUT_decision_categories.txt

Code:
RUT_contact_nationalists = {
	icon = military_operation
	picture = GFX_decision_cat_LAT_attaches
	allowed = {
		original_tag = RUT
	}
}
### Entity: Doctrine
Component: escort_carrier_support
Constructs: xp_cost, is_special_project_completed, has_dlc, equipment_bonus, naval_speed, build_cost_ic
Source: game
File: common/doctrines/subdoctrines/sea/navy_carrier_doctrines.txt

Code:
escort_carrier_support = {
	track = carriers
	name = SUBDOCTRINE_ESCORT_CARRIER_SUPPORT
	description = SUBDOCTRINE_ESCORT_CARRIER_SUPPORT_DESC
	icon = GFX_doctrine_escort_carriers_medium
	xp_cost = 100
	xp_type = navy
	available = {
		is_special_project_completed = sp:sp_naval_escort_carrier
	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	convoy_escort_efficiency = 0.5
	rewards = {
		evasive_convoy_maneuvers = {
			convoy_retreat_speed = 0.5
		}
		anti_submarine_escorts = {
			carrier = {
				sub_detection = 0.2
			}
		}
		civilian_hull_shapes = {
			equipment_bonus = {
				ship_hull_escort_carrier = {
					surface_visibility = -0.2
					instant = yes
				}
			}
		}
		integrated_convoy_escorts = {
			equipment_bonus = {
				ship_hull_escort_carrier = {
					sub_detection = 0.15
					instant = yes
				}
				convoy = {
					naval_speed = 0.25
					instant = yes
				}
			}
			carrier = {
				max_organisation = 20
			}
		}
		convoy_carrier_support_groups = {
			equipment_bonus = {
				ship_hull_escort_carrier = {
					build_cost_ic = -0.1
					instant = yes
				}
			}
			repair_ship = {
				reliability = 0.2
			}
			support_ship = {
				reliability = 0.2
			}
		}
	}
}
### Entity: Idea
Component: VIN_reform_the_royal_administration
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_reform_the_royal_administration = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = HUN_hungarian_monarchy_fascism
	modifier = {
		stability_factor = 0.25
	}
}
### Entity: Event
Component: MUN_czech.1045
Constructs: is_triggered_only, set_cosmetic_tag, set_autonomy
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1045
	title = MUN_czech.1045.t
	desc = MUN_czech.1045.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = MUN_czech.1045.a
		puppet = {
			target = FROM
		}
		hidden_effect = {
			FROM = {
				set_cosmetic_tag = CZE_CEF_puppet
			}
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_integrated_puppet
				freedom_level = 0.25
			}
		}
	}
}
### Entity: Unit Template
Component: YUG_CAV_01
Source: game
File: common/units/names_divisions/YUG_names_divisions.txt

Code:
YUG_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		YUG SER MNT
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Konjička Divizija
	ordered = {
		1 = {
			%d. Konjička Divizija
		}
		2 = {
			%d. Konjička Divizija
		}
		3 = {
			%d. Konjička Divizija
		}
		4 = {
			%d. Konjička Divizija
		}
		5 = {
			%d. Konjička Divizija
		}
		6 = {
			%d. Konjička Divizija
		}
		7 = {
			%d. Konjička Divizija
		}
		8 = {
			%d. Konjička Divizija
		}
		9 = {
			%d. Konjička Divizija
		}
		10 = {
			%d. Konjička Divizija
		}
	}
}
### Entity: Event
Component: ww_congo.7
Constructs: is_triggered_only, ai_chance, fire_only_once, add_timed_idea, add_autonomy_score
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.7
	title = ww_congo.7.t
	desc = ww_congo.7.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.7.a
		ai_chance = {
			base = 100
		}
		add_timed_idea = {
			idea = COG_redirected_resources_to_food_production
			days = 360
		}
		add_autonomy_score = {
			value = -100
			localization = CONGO_accepted_increased_food_production
		}
	}
}
### Entity: Character
Component: vfb_trait_vargas_2
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_vargas_2 = {
	random = no
	army_morale_factor = 0.05
}
### Entity: Character
Component: camarilla_leader
Source: game
File: common/country_leader/00_traits.txt

Code:
camarilla_leader = {
	random = no
	political_advisor_cost_factor = -0.25
	trade_laws_cost_factor = -0.25
	mobilization_laws_cost_factor = -0.25
	economy_cost_factor = -0.25
	high_command_cost_factor = -0.25
	air_chief_cost_factor = -0.25
	army_chief_cost_factor = -0.25
	navy_chief_cost_factor = -0.25
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.240
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.240
	title = SEA_imperial_influence_events.240.t
	desc = SEA_imperial_influence_events.240.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_naval_faction_demands_more_carriers
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_2
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_2 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 2
	}
}
### Entity: Idea
Component: GER_mefo_bills_11
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_11 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.33
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 1.7
	}
}
### Entity: Event
Component: italy.13
Constructs: is_triggered_only, has_completed_focus, limit, owns_state
Source: game
File: events/Italy.txt

Code:
country_event = {
	id = italy.13
	title = italy.13.t
	desc = {
		text = italy.13.d_dalmatia_montenegro
		trigger = {
			has_completed_focus = ITA_balkan_ambition
			owns_state = 44
		}
	} {
		text = italy.13.d_dalmatia
		trigger = {
			has_completed_focus = ITA_balkan_ambition
			NOT = {
				owns_state = 44
			}
		}
	} {
		text = italy.13.d_montenegro
		trigger = {
			NOT = {
				has_completed_focus = ITA_balkan_ambition
			}
			owns_state = 44
		}
	}
	picture = GFX_report_event_vienna_award_negotiations
	is_triggered_only = yes
	option = {
		name = italy.13.a
		if = {
			limit = {
				has_completed_focus = ITA_balkan_ambition
			}
			ITA = {
				transfer_state = 103
			}
		} {
			limit = {
				owns_state = 44
			}
			ITA = {
				transfer_state = 105
			}
		} {
			limit = {
				owns_state = 44
			}
			ITA = {
				transfer_state = 802
			}
		} {
			limit = {
				owns_state = 44
			}
			ITA = {
				transfer_state = 970
			}
		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.27
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.27
	title = AST_diplomatic_events.27.t
	desc = AST_diplomatic_events.27.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.27.a
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_final_score_airbase_maxed_modifier
Constructs: limit
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_final_score_airbase_maxed_modifier = {
	if = {
		limit = {
			NOT = {
				air_base = < 10
			}
		}
		multiply_temp_variable = {
			final_score = 0.0
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: CAN_percy_nelles
Source: game
File: common/characters/CAN.txt

Code:
CAN_percy_nelles = {
	name = CAN_percy_nelles
	portraits = {
		army = {
			small = GFX_idea_CAN_percy_nelles
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = CAN_percy_nelles
		allowed = {
			original_tag = CAN
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_metropolitan_army
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_metropolitan_army
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_army_reorganization
	}
	icon = GFX_focus_eng_move_to_secure_the_dominions
	x = -1
	y = 1
	relative_position_id = POR_army_reorganization
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 20
		add_tech_bonus = {
			name = POR_metropolitan_army
			bonus = 1.0
			uses = 2
			category = infantry_weapons armor artillery
		}
	}
}
### Entity: Event
Component: wtt_china_shared.13
Constructs: is_triggered_only, set_nationality, clear_global_event_target
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china_shared.13
	title = wtt_china_shared.13.t
	desc = wtt_china_shared.13.desc
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	option = {
		name = wtt_china_shared.13.a
		effect_tooltip = {
			USA = {
				event_target:CHI_USA_General = {
					set_nationality = FROM.FROM
				}
			}
		}
		clear_global_event_target = CHI_USA_General
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_defensive_neutrality
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_defensive_neutrality
	icon = GFX_focus_BEL_defensive_neutrality
	prerequisite = {
		focus = BEL_independent_neutral_and_loyal
	}
	relative_position_id = BEL_independent_neutral_and_loyal
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	x = -15
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = BEL_defensive_neutrality_dynamic_modifier
					} {
						modifier = BEL_defensive_reorganization_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = BEL_defensive_neutrality_dynamic_modifier
			}
			add_to_variable = {
				BEL_defensive_neutrality_production_speed_bunker_factor = 0.05
				tooltip = production_speed_bunker_factor_tt
			} {
				BEL_defensive_neutrality_max_dig_in = 1
				tooltip = max_dig_in_tt
			}
		}
		ELSE_IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = BEL_defensive_neutrality_dynamic_modifier
				}
			}
			custom_effect_tooltip = BEL_modify_defensive_neutrality_dynamic_modifier_tt
			add_to_variable = {
				BEL_defensive_neutrality_production_speed_bunker_factor = 0.05
				tooltip = production_speed_bunker_factor_tt
			} {
				BEL_defensive_neutrality_max_dig_in = 1
				tooltip = max_dig_in_tt
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = BEL_defensive_reorganization_dynamic_modifier
				}
			}
			custom_effect_tooltip = BEL_modify_defensive_reorganization_dynamic_modifier_tt
			add_to_variable = {
				BEL_defensive_neutrality_production_speed_bunker_factor = 0.05
				tooltip = production_speed_bunker_factor_tt
			} {
				BEL_defensive_neutrality_max_dig_in = 1
				tooltip = max_dig_in_tt
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: TUR_cgt_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/TUR_organization.txt

Code:
TUR_cgt_organization = {
	include = generic_battle_line_ship_organization
	icon = GFX_idea_tur_cgt
	allowed = {
		tag = TUR
		has_dlc = Battle for the Bosporus
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_6
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_6 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_org_factor = -0.08
		naval_coordination = -0.15
		air_accidents_factor = 0.15
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_dont_tread_the_empire
Constructs: prerequisite, has_war_with, completion_reward, has_war_together_with, is_faction_leader, is_puppet, is_in_faction_with
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_dont_tread_the_empire
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = GRE_world_stage
	}
	mutually_exclusive = {
		focus = GRE_abandon_the_west GRE_join_balkan_entente
	}
	x = 1
	y = 2
	relative_position_id = GRE_world_stage
	cost = 10
	ai_will_do = {
		factor = 7
		modifier = {
			has_war_together_with = ENG
			factor = 1000
		}
	}
	available = {
		ENG = {
			OR = {
				has_war_with = ITA GER
				has_war_together_with = ROOT
			}
			is_faction_leader = yes
		}
		is_puppet = no
	}
	bypass = {
		is_in_faction_with = ENG
	}
	completion_reward = {
		ENG = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: CHL_political_events.12
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, add_political_power
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.12
	title = CHL_political_events.12.t
	desc = CHL_political_events.12.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.12.a
		ai_chance = {
			base = 100
		}
		add_political_power = 50
		add_war_support = 0.05
	}
}
### Entity: Unit Leader
Component: adaptable
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
adaptable = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	cost = 1000
	modifier = {
		terrain_penalty_reduction = 0.3
		acclimatization_cold_climate_gain_factor = 0.1
		acclimatization_hot_climate_gain_factor = 0.1
	}
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_terrain_trait
	gui_row = 3
	parent = {
		traits = {
			desert_fox swamp_fox trait_mountaineer hill_fighter jungle_rat ranger urban_assault_specialist winter_specialist
		}
		num_parents_needed = 2
	}
}