Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: aus_focus
Component: AUS_destroy_dolfuss_legacy
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_destroy_dolfuss_legacy
	icon = GFX_goal_AUS_destroy_dolfuss_legacy
	relative_position_id = AUS_oust_schuschnigg
	x = 3
	y = 2
	prerequisite = {
		focus = AUS_oust_schuschnigg
	} {
		focus = AUS_austrian_catholic_identity
	}
	mutually_exclusive = {
		focus = AUS_preserve_dolfuss_legacy
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_memories_of_februarkampfe_4
			add_idea = AUS_destroy_dolfuss_legacy
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_reading_power_station
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_reading_power_station
	icon = GFX_goal_generic_power_plant2
	relative_position_id = ISR_provisional_government
	x = -2
	y = 1
	prerequisite = {
		focus = ISR_provisional_government
	}
	available = {
		controls_province = 4206
	}
	cost = 5
	completion_reward = {
		add_ideas = ISR_reading_power_station_idea
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_arab_free_legion
Constructs: division_template, prerequisite, limit, has_government, completion_reward, set_technology, cancel_if_invalid, has_tech
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_arab_free_legion
	icon = GFX_focus_IRQ_arab_free_legion
	prerequisite = {
		focus = IRQ_rally_the_arab_world
	}
	x = 2
	y = 1
	relative_position_id = IRQ_rally_the_arab_world
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = tech_support
				}
			}
			set_technology = {
				tech_support = 1
				popup = no
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		custom_effect_tooltip = IRQ_arab_free_legion_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_chief_of_army
		set_rule = {
			can_send_volunteers = yes
		}
		division_template = {
			name = Arab Free Legion
			is_locked = yes
			template_counter = 101
			support = {
				engineer = {
					x = 0
					y = 0
				}
				artillery = {
					x = 0
					y = 1
				}
				mot_recon = {
					x = 0
					y = 2
				}
			}
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
			override_model = IRQ_infantry_alt_0_entity
		}
		random_owned_controlled_state = {
			IRQ_create_arab_free_legion_div = yes
		}
		show_ideas_tooltip = IRQ_fawsi_al_kaukji
	}
}
### Entity: Event
Component: arabia.17
Constructs: is_triggered_only, ai_chance
Source: game
File: events/Saudi.txt

Code:
country_event = {
	id = arabia.17
	title = arabia.17.t
	desc = arabia.17.d
	picture = GFX_report_event_MON_diplomats_table_discussion
	is_triggered_only = yes
	option = {
		name = arabia.17.a
		ai_chance = {
			base = 80
		}
		SAU = {
			country_event = {
				id = arabia.18
			}
		}
	} {
		name = arabia.17.b
		ai_chance = {
			base = 20
		}
		SAU = {
			country_event = {
				id = arabia.19
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_guarantee_austrian_independence
Constructs: prerequisite, has_war_with, completion_reward, has_guaranteed, give_guarantee
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_guarantee_austrian_independence
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = ITA_potential_allies_in_the_balkans ITA_balkan_ambition
	}
	mutually_exclusive = {
		focus = ITA_pact_of_steel ITA_italy_first
	}
	x = -10
	y = 1
	relative_position_id = ITA_potential_allies_in_the_balkans
	cost = 5
	available = {
		country_exists = AUS
		NOT = {
			has_war_with = AUS
		}
	}
	bypass = {
		has_guaranteed = AUS
	}
	search_filters = {

	}
	completion_reward = {
		give_guarantee = AUS
		custom_effect_tooltip = ITA_austrian_guarantees_tt
	}
}
### Entity: Character
Component: stalin_political_paranoia_advanced
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_political_paranoia_advanced = {
	random = no
	drift_defence_factor = 0.1
	custom_modifier_tooltip = SOV_paranoia_advance_modifier_increase_effect_tt
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_skoda_offices
Constructs: prerequisite, limit, completion_reward, add_to_variable, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_skoda_offices
	icon = GFX_focus_generic_money_for_equipment
	overlay = GFX_focus_overlay_cze_military_equipment
	prerequisite = {
		focus = CZE_establish_a_armament_factory_in_uhersky_brod CZE_keep_focus_on_weapon_exports
	}
	relative_position_id = CZE_establish_a_armament_factory_in_uhersky_brod
	x = 2
	y = 1
	cost = 5
	available = {
		CZE_has_a_skoda_any_focus = yes
	}
	completion_reward = {
		custom_effect_tooltip = CZE_skoda_office_unlock_tt generic_skip_one_line_tt CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_factory_max_efficiency_factor = 0.025
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_speed_arms_factory_factor = 0.025
			tooltip = production_speed_arms_factory_factor_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_skoda_artillery_organization = {
				add_mio_funds = 250
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			if = {
				limit = {
					has_idea = CZE_skoda_artillery
				}
				swap_ideas = {
					remove_idea = CZE_skoda_artillery
					add_idea = CZE_skoda_artillery_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = CZE_skoda_artillery
						add_idea = CZE_skoda_artillery_improved
					}
				}
			}
		}
		add_tech_bonus = {
			name = CZE_expand_skoda_offices
			bonus = 0.25
			uses = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_unite_the_himalayas
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, add_political_power, is_subject, has_capitulated
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_unite_the_himalayas
	icon = GFX_goal_BHU_storm_dragon
	prerequisite = {
		focus = TIB_a_strong_and_united_tibet
	}
	relative_position_id = TIB_a_strong_and_united_tibet
	x = 0
	y = 1
	cost = 8
	ai_will_do = {
		factor = 3
	}
	available = {
		is_subject = no
		any_country = {
			exists = yes
			is_subject = no
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				original_tag = BHU SKK NEP
			}
		}
	}
	completion_reward = {
		add_political_power = 50
		set_rule = {
			can_create_factions = yes
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_regional_anti_communist
				name = himalayan_cooperation_accord
			}
			add_faction_initiative = 1
		}
		ELSE = {
			create_faction = himalayan_cooperation_accord
		}
		every_country = {
			limit = {
				exists = yes
				is_subject = no
				has_capitulated = no
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					original_tag = BHU SKK NEP
				}
			}
			country_event = {
				id = generic.5
				hours = 12
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_apply_yandas_work
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_apply_yandas_work
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = CHI_revive_the_chinese_action_committee
	}
	mutually_exclusive = {
		focus = CHI_glorify_deng_yanda
	}
	x = 1
	y = 1
	relative_position_id = CHI_revive_the_chinese_action_committee
	cost = 5
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_apply_yandas_work_tt
		hidden_effect = {
			add_to_variable = {
				var = CHI_accelerate_urban_tutelage_decision_cost
				value = -10
			} {
				var = CHI_accelerate_rural_tutelage_decision_cost
				value = -10
			}
		}
	}
}
### Entity: Modding Documentation
Construct: debug_army_entity
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_army_entity
* Aliases: dae

Shows debug entity for all armies
### Entity: National Focus
Tree: por_focus
Component: POR_remember_olivenca
Constructs: prerequisite, limit, random_country, has_government, owns_state, completion_reward, has_opinion, add_state_claim
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_remember_olivenca
	available = {

	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			has_opinion = {
				target = SPB
				value = < 0
			}
		} {
			factor = 2
			has_government = neutrality
			SPB = {
				NOT = {
					has_government = neutrality
				}
			}
		}
	}
	bypass = {
		owns_state = 170 169
	}
	prerequisite = {
		focus = POR_restoration_of_the_monarchy
	}
	mutually_exclusive = {
		focus = POR_the_royal_iberian_alliance
	}
	icon = GFX_focus_por_remember_olivenca
	x = 0
	y = 2
	relative_position_id = POR_restoration_of_the_monarchy
	cost = 10
	completion_reward = {
		add_state_claim = 170 169
		hidden_effect = {
			random_country = {
				limit = {
					controls_state = 170
				}
				ROOT = {
					add_ai_strategy = {
						type = prepare_for_war
						id = PREV
						value = 100
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_recruiting_the_graduates
Constructs: prerequisite, add_ideas, completion_reward, add_breakthrough_progress
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_recruiting_the_graduates
	icon = GFX_focus_research2
	prerequisite = {
		focus = AUS_universitat_graz
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_universitat_graz
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = AUS_herbert_wagner
		} generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = AUS_eugen_sanger
		} generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = AUS_egon_schweidler
		} generic_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = AUS_karl_polheim
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.15
		}
		add_ideas = AUS_avionics_effort
	}
}
### Entity: Idea
Component: SWE_swedish_volunteers_idea
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_swedish_volunteers_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = ARG_war_division
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteer_size = 5
	}
}
### Entity: Event
Component: CHL_political_events.54
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, take_claimed_state
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.54
	title = CHL_political_events.54.t
	desc = CHL_political_events.54.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.54.a
		ai_chance = {
			base = 100
		}
		create_wargoal = {
			type = take_claimed_state
			target = FROM
			generator = {
				947
			}
		}
	}
}
### Entity: Scripted Trigger
Component: r56_AFG_check_country_relationship
Constructs: has_government, has_war_with, has_country_flag, has_capitulated, is_ally_with
Source: game
File: common/scripted_triggers/r56_AFG_scripted_triggers.txt

Code:
r56_AFG_check_country_relationship = {
	OR = {
		tag = SOV ENG GER ITA
		AND = {
			OR = {
				tag = JAP
				AND = {
					tag = USA
					OR = {
						has_war_with = FROM
					}
				}
			}
			has_country_flag = r56_AFG_established_diplomatic_relations
		}
	} {
		AND = {
			has_government = neutrality
			FROM = {
				has_government = communism
			}
		} {
			has_government = democratic
			FROM = {
				OR = {
					has_government = communism fascism
				}
			}
		} {
			has_government = fascism
			FROM = {
				OR = {
					has_government = democratic communism
				}
			}
		} {
			has_government = communism
			FROM = {
				NOT = {
					has_government = communism
				}
			}
		}
	}
	NOT = {
		has_capitulated = yes
		has_war_with = ROOT
		is_ally_with = ROOT
	}
	FROM = {
		NOT = {
			is_ally_with = PREV
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_expansionism
Constructs: prerequisite, has_war, add_ideas, has_government, add_war_support, add_stability, completion_reward, is_puppet
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_expansionism
	icon = GFX_goal_generic_more_territorial_claims
	text = GRE_expansionism
	prerequisite = {
		focus = GRE_strategic_interests
	}
	x = 1
	y = 1
	relative_position_id = GRE_strategic_interests
	cost = 10
	ai_will_do = {
		factor = 9
	}
	available = {
		is_puppet = no
		has_government = fascism
		has_war = no
	}
	completion_reward = {
		add_war_support = 0.1
		add_stability = 0.05
		add_ideas = GRE_prepare_expansion
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Scripted Effect
Component: r56_ger_dvu_35
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_dvu_35 = {
	IF = {
		limit = {
			has_active_mission = GER_dvu_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_dvu_demands_action
			days = 150
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_arab_recruitment
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_arab_recruitment
	icon = GFX_goal_generic_red_commando
	relative_position_id = ISR_centralization
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_centralization
	}
	cost = 7
	completion_reward = {
		add_ideas = ISR_arab_recruitment
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_through_the_gates
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_through_the_gates
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = AST_at_the_gates
	}
	relative_position_id = AST_at_the_gates
	x = 0
	y = 1
	cost = 5
	available = {
		threat = > 0.6
	}
	bypass = {

	}
	available_if_capitulated = no
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		custom_effect_tooltip = modify_AST_national_defense_tt
		add_to_variable = {
			var = AST_national_defense_production_speed_arms_factory_factor
			value = 0.05
			tooltip = production_speed_arms_factory_factor_tt
		} {
			var = AST_national_defense_production_speed_dockyard_factor
			value = 0.05
			tooltip = production_speed_dockyard_factor_tt
		} {
			var = AST_national_defense_production_factory_max_efficiency_factor
			value = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_trade_federation_of_india
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_trade_federation_of_india
	icon = GFX_focus_RAJ_trade_federation_of_india
	prerequisite = {
		focus = RAJ_crush_the_anathema RAJ_nothing_personal
	}
	x = 1
	y = 1
	relative_position_id = RAJ_crush_the_anathema
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_india_indivisible_tt RAJ_trade_federation_of_india_tt
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_tactical_bombers
Constructs: prerequisite, limit, completion_reward, add_mastery_bonus, add_doctrine_cost_reduction, add_tech_bonus, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_tactical_bombers
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = GER_aeronautical_research_institute
	}
	mutually_exclusive = {
		focus = GER_dive_bombers GER_uralbomber_program
	}
	x = 0
	y = 1
	relative_position_id = GER_aeronautical_research_institute
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_military_high_command generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = erhard_milch
		add_mastery_bonus = {
			name = GER_tactical_bombers
			bonus = 0.15
			days = 180
			grand_doctrine = new_operational_integrity
		} {
			name = GER_tactical_bombers
			bonus = 0.05
			days = 180
			track = medium_aircraft
		}
		add_doctrine_cost_reduction = {
			name = GER_tactical_bombers
			cost_reduction = 0.25
			uses = 2
			category = air_doctrine
		}
		add_tech_bonus = {
			name = GER_tactical_bombers
			bonus = 0.5
			uses = 1
			category = medium_air
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_equipment_variant = {
				name = Ju 88
				type = medium_plane_airframe_2
				allow_without_tech = no
				design_team = mio:GER_dornier_organization
				modules = {
					fixed_main_weapon_slot = medium_bomb_bay
					fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
					fixed_auxiliary_weapon_slot_2 = torpedo_mounting
					engine_type_slot = engine_2_2x
					special_type_slot_1 = lmg_defense_turret_2x
					special_type_slot_2 = empty
				}
				icon = GFX_GER_tactical_bomber2_medium
				model = GER_medium_plane_entity
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = dornier
				}
				swap_ideas = {
					remove_idea = dornier
					add_idea = GER_dornier_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = dornier
						add_idea = GER_dornier_improved
					}
				}
			}
		}
		GER_modify_airforce_modifier = yes
		add_to_variable = {
			GER_military_air_strategic_bomber_bombing_factor = 0.1
			tooltip = air_strategic_bomber_bombing_factor_tt
		} {
			GER_military_air_cas_efficiency = 0.05
			tooltip = air_cas_efficiency_tt
		}
		add_ace = {
			name = Werner
			surname = Baum
# ... (truncated)
### Entity: Idea
Component: TAJ_nccr
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_nccr = {
	picture = generic_navy_asia_2
	allowed = {
		original_tag = TAJ
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: YUN_li_jiang
Source: game
File: common/characters/YUN.txt

Code:
YUN_li_jiang = {
	name = YUN_li_jiang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
	advisor = {
		slot = army_chief
		idea_token = YUN_li_jiang
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: recruit_generals.23
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.23
	title = recruit_generals.23.t
	desc = recruit_generals.23.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.16.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				SCO = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Character
Component: TUR_celal_bayar
Constructs: has_completed_focus, has_country_flag, has_dlc, has_idea, has_country_leader
Source: game
File: common/characters/TUR.txt

Code:
TUR_celal_bayar = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = TUR_celal_bayar
		portraits = {
			civilian = {
				small = GFX_idea_tur_celal_bayar
				large = GFX_portrait_tur_celal_bayar
			}
		}
		country_leader = {
			ideology = conservatism
			traits = {
				liberal_democratic_paragon
			}
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = TUR_celal_bayar
			allowed = {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			}
			available = {
				custom_trigger_tooltip = {
					tooltip = TUR_can_only_have_one_prime_minister_tt
					NOT = {
						OR = {
							has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_fethi_okyar 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
						}
					}
				}
				has_completed_focus = TUR_fully_integrate_the_is_bank
			}
			visible = {
				NOT = {
					has_completed_focus = TUR_continue_the_policy_of_etatism
					has_country_flag = TUR_menderes_rebellion
					has_country_leader = {
						character = TUR_celal_bayar
						ruling_only = yes
					}
				}
			}
			traits = {
				prime_minister_bayar
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = TUR_celal_bayar
		portraits = {
			civilian = {
				small = GFX_idea_tur_celal_bayar
				large = GFX_portrait_tur_celal_bayar
			}
		}
		country_leader = {
			ideology = conservatism
			expire = 1965.1.1.1
			id = -1
		}
	}
}