Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_DD_3/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_mechanized_15
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_mechanized_15 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 200
		EAI_DESIGN_ARMOR_mechanized_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 190
				EAI_DESIGN_ARMOR_mechanized_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = mechanized_equipment
		value = 5
	}
}
### Entity: Trigger Reference
Construct: has_carrier_airwings_in_own_combat
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_carrier_airwings_in_own_combat

* Supported Scopes: COMBATANT
* Supported Targets: none

```
Check if carrier has airplanes that are part of the current combat
```
### Entity: Country History
Country: MEL
Component: MEL_technology
Constructs: set_technology
Source: game
File: history/countries/MEL - Mari El.txt

Code:
# Starting Technologies for MEL
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Event
Component: bftb_turkey.15
Constructs: is_triggered_only, has_country_flag, random_list, has_idea, random_days
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.15
	is_triggered_only = yes
	hidden = yes
	immediate = {
		random_list = {
			20 = {
				modifier = {
					factor = 1
					has_idea = TUR_rising_islamist_dissidence
				} {
					factor = 0
					has_country_flag = TUR_islamist_voting_initiative
				}
				country_event = {
					id = bftb_turkey.16
					days = 7
					random_days = 7
				}
			} {
				modifier = {
					factor = 1
					has_idea = TUR_rising_islamist_dissidence
				} {
					factor = 0
					has_country_flag = TUR_islamist_kurdish_alliance
				}
				country_event = {
					id = bftb_turkey.17
					days = 7
					random_days = 7
				}
			} {
				modifier = {
					factor = 1
					has_idea = TUR_rising_islamist_dissidence
				} {
					factor = 0
					has_country_flag = TUR_corrupt_officials_killed
				} {
					factor = 0
					has_country_flag = TUR_corrupt_officials_meddling
				}
				country_event = {
					id = bftb_turkey.18
					days = 7
					random_days = 7
				}
			} {
				modifier = {
					factor = 1
					has_idea = TUR_rising_islamist_dissidence
				} {
					factor = 0
					has_country_flag = TUR_demokrat_rally
				}
				country_event = {
					id = bftb_turkey.19
					days = 7
					random_days = 7
				}
			}
			0 = {
				modifier = {
					add = 100
					OR = {
						AND = {
							has_country_flag = TUR_islamist_voting_initiative TUR_islamist_kurdish_alliance TUR_demokrat_rally
							OR = {
								has_country_flag = TUR_corrupt_officials_killed TUR_corrupt_officials_meddling
							}
						}
						NOT = {
							has_idea = TUR_rising_islamist_dissidence
						}
					}
				}
				country_event = {
					id = bftb_turkey.20
					days = 7
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_strengthen_the_anti_communist_act_r56
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, add_political_power, allow_branch, has_focus_autohide_rule_trigger_r56
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_strengthen_the_anti_communist_act_r56
	prerequisite = {
		focus = SIA_songsuradets_ascendency_r56
	}
	mutually_exclusive = {
		focus = SIA_negotiate_a_mass_development_plan_r56
	}
	icon = GFX_goal_generic_anti_communism
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = -4
	y = 1
	relative_position_id = SIA_songsuradets_ascendency_r56
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_negotiate_a_mass_development_plan_r56 SIA_pridis_premiership_r56 SIA_phibuns_takeover_r56
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = democratic
			popularity = -0.08
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt generic_skip_one_line_tt remove_chief_of_army
		effect_tooltip = {
			swap_ideas = {
				remove_idea = SIA_songsuradets_ascendency_r56_idea
				add_idea = SIA_lingering_civilian_wing_opposition
			}
			custom_effect_tooltip = this_national_spirit_will_be_removed_after_365_days_tt generic_skip_one_line_tt
		}
		hidden_effect = {
			remove_ideas = SIA_songsuradets_ascendency_r56_idea
			add_timed_idea = {
				idea = SIA_lingering_civilian_wing_opposition
				days = 365
			}
		}
		show_ideas_tooltip = SIA_manopakorn_nitithada SIA_tiang_sirikhan
		SIA_purge_liberal_ministers_r56 = yes
	}
}
### Entity: Character
Component: NMB_aa2
Source: game
File: common/characters/NMB.txt

Code:
NMB_aa2 = {
	advisor = {
		slot = high_command
		idea_token = NMB_aa2
		ledger = army
		allowed = {
			original_tag = NMB
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: State History
Component: 794
Constructs: add_core_of
Source: game
File: history/states/794-Eastern Aragon.txt

Code:
state = {
	id = 794
	name = STATE_794
	history = {
		owner = SPR
		victory_points = {
			3954 1
		}
		buildings = {
			infrastructure = 3
		}
		add_core_of = SPR
	}
	provinces = {
		790 798 871 899 915 3909 3954 9813 11793 11819 11821 13222 13223 13225
	}
	manpower = 387366
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_religious_nationalism
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_religious_nationalism
	icon = GFX_goal_morale_bonus
	relative_position_id = EGY_masters_of_the_arab_world
	x = 0
	y = 1
	cost = 10
	available = {
		has_government = fascism
	}
	prerequisite = {
		focus = EGY_masters_of_the_arab_world
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = EGY_religious_nationalism_idea
	}
}
### Entity: Decision
Component: political_actions
Constructs: fire_only_once, has_civil_war, is_owned_by, is_fully_controlled_by, is_controlled_by, is_core_of, remove_effect, add_core_of
Source: game
File: common/decisions/TAN.txt

Code:
political_actions = {
	TAN_assimilate_altai = {
		icon = generic_nationalism
		cost = 25
		fire_only_once = yes
		days_remove = 30
		allowed = {
			original_tag = TAN
		}
		available = {
			has_civil_war = no
			654 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 60
			} {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
		}
		visible = {
			NOT = {
				654 = {
					is_core_of = ROOT
				}
			}
		}
		remove_effect = {
			654 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 5
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/User%3ALillebror.html

Doc:
Lillebror

Status

Moderator
|

Forum account

Link
|

“Ignoranti quem portum petat nullus suus ventus est.”
– Lucius Annaeus Seneca

“Perfection is not attainable, but if we chase perfection, we can catch excellence.”
– Vince Lombardi
### Entity: Name List
Component: ENG
Source: game
File: common/names/00_names.txt

Code:
ENG = {
	male = {
		names = {
			Albert Alexander Alfred Archibald Arthur Benjamin Bernard Bradley Charles Colbert Colin Cyril Dara David Donald Douglas Edmund Edward Fairfax Francis Geoffrey George Graham Henrey Herbert Horatio Hubert Hugh Ian Jack Jake James Jeremy John Leopold Lester Martin Max Nigel Oswald Percy Peter Reginald Richard Robert Russell Stanley Stephen Thomas Wallace William Winston Zachary
		}
	}
	female = {
		names = {
			Elizabeth Anne Mary Nancy Sophie Sarah Deborah Helen Alice Monica Kathleen Edith Caroline Victoria
		}
	}
	surnames = {
		Allenby Battemberg Beatty Beresford Black Brown Buller Butler Campbell Cardigan Churchill Cochrane Cockburn Collin Darling Dundas Faithfull Fisher French Golightly Gough Grant Grenfell Haig Hamilton Hardinge Havelock Hope Irons Jellicoe Kitchener Leiper Lyons Madden Milne Montgomery Moresby Mundy Murphy Napier Nicholson Nicholson Plummer Ragland Roberts Roberts Seaton Seymour Shapley Smith Spring Steele Stewart Sutherland Thesiger Tyron Tyrwhitt Wilde Williams Windsor Wolseley Wood Wright
	}
	callsigns = {
		Stubborn Arrow The King Eagle Hangover Striker Chase One Wing Pickle Thief Thunder Lightning Storm Target Hawk Fox Dog Sparrow Sunrise Night Owl Butcher Cocky Hawkeye Killer Mick Brandy The Baron
	}
	prefix = o_operation
	operation = {
		225 = {
			o_acrobat o_agreement o_daffodil o_snowdrop o_battleaxe o_brevity o_compass o_crusader o_guillotine o_lightfoot o_supercharge o_pugilist o_vulcan
		}
		128 = {
			o_acrobat o_agreement o_daffodil o_snowdrop o_battleaxe o_brevity o_compass o_crusader o_guillotine o_lightfoot o_supercharge o_pugilist o_vulcan
		}
		126 = {
			o_torch o_acrobat o_agreement o_daffodil o_snowdrop o_battleaxe o_brevity o_compass o_crusader o_guillotine o_lightfoot o_supercharge o_pugilist o_vulcan
		}
		182 = {
			o_torch
		}
		202 = {
			o_abstention
		}
		208 = {
			o_jubilee o_bluecoat o_Astonia o_charnwood o_epsom o_goodwood o_greenline o_pomegranate o_totalize o_overlord
		}
		19 = {
			o_jubilee o_bluecoat o_Astonia o_charnwood o_epsom o_goodwood o_greenline o_pomegranate o_totalize o_overlord
		}
		7 = {
			o_plunder o_varsity
		}
		28 = {
			o_accolade o_exporter o_mandibles o_manna
		}
		69 = {
			o_accolade o_exporter o_mandibles o_manna
		}
		23 = {
			o_baytown o_slapstick o_chesterfield o_diadem o_encore o_husky o_shingle o_olive
		}
		189 = {
			o_anakim o_capita
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AAnchor.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Anchor:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Anchor/doc ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Anchor"
### Entity: Event
Component: quebec.7
Constructs: is_triggered_only, add_ideas, fire_only_once, add_timed_idea
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.7
	title = quebec.7.t
	desc = quebec.7.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.7.a
		add_timed_idea = {
			idea = QUE_border_manpower
			days = 400
		}
		add_ideas = QUE_open_borders
		CAN = {
			add_ideas = QUE_open_borders
		}
	}
}
### Entity: State History
Component: 182
Constructs: add_core_of
Source: game
File: history/states/182-Crete.txt

Code:
state = {
	id = 182
	name = STATE_182
	manpower = 387900
	state_category = town
	history = {
		owner = GRE
		victory_points = {
			9940 5
		} {
			12058 3
		}
		buildings = {
			infrastructure = 2
			air_base = 2
			12058 = {
				naval_base = 1
			}
			9940 = {
				naval_base = 3
			}
		}
		add_core_of = GRE
	}
	provinces = {
		1164 4170 9940 12058
	}
	local_supplies = 0.0
}
### Entity: Technology
Component: iw_large_airframe
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipments = {
		large_plane_airframe_0 large_plane_maritime_patrol_plane_airframe_0
	}
	path = {
		leads_to_tech = basic_large_airframe
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1926
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 2
		}
	}
	categories = {
		heavy_air air_equipment cat_strategic_bomber cat_maritime_patrol mio_cat_all_heavy_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		base = 1
		modifier = {
			num_of_military_factories = < 30
			factor = 0.1
		} {
			factor = 5
			tag = ENG
		} {
			factor = 10
			tag = USA
			date = > 1937.1.1
		}
	}
}
### Entity: State History
Component: 1077
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1077-Chaco Boreal.txt

Code:
state = {
	id = 1077
	name = STATE_1077
	resources = {

	}
	state_category = pastoral
	history = {
		owner = BOL
		buildings = {
			infrastructure = 2
		}
		add_core_of = BOL
		add_to_array = {
			state_victory_points = 5179
		}
		victory_points = {
			5179 1
		}
	}
	provinces = {
		2160 12916 12979 13004
	}
	manpower = 12417
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: aboriginal_rights_activist
Source: game
File: common/country_leader/r56_traits.txt

Code:
aboriginal_rights_activist = {
	sprite = 13
	random = no
	political_power_factor = 0.15
}
### Entity: Character
Component: MEX_vicente_lombardo
Constructs: has_completed_focus, limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/MEX.txt

Code:
MEX_vicente_lombardo = {
	name = MEX_vicente_lombardo
	portraits = {
		army = {
			large = GFX_portrait_MEX_vicente_lombardo
			small = GFX_portrait_MEX_vicente_lombardo_small
		}
		civilian = {
			large = GFX_portrait_MEX_vicente_lombardo
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MEX_vicente_lombardo
		allowed = {
			OR = {
				original_tag = MEX SWE CHL
			}
		}
		available = {
			OR = {
				AND = {
					if = {
						limit = {
							has_dlc = Man the Guns
						}
						has_completed_focus = MEX_focus_confederation_of_mexican_workers
					} {
						limit = {
							has_dlc = Man the Guns
						}
						NOT = {
							has_autonomy_state = autonomy_supervised_state
						}
					}
				} {
					SWE_refuge_for_revolutionaries_trigger = yes
					has_completed_focus = MEX_focus_liberalize_the_banking_sector
				} {
					CHL_hub_of_the_revolution_trigger = yes
					MEX = {
						has_completed_focus = MEX_focus_liberalize_the_banking_sector
					}
				}
			}
		}
		traits = {
			ambitious_union_boss
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_62
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_62 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 62
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 62
	}
}
### Entity: Event
Component: denmark_occupation_event.6
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, remove_ideas, has_government, is_major, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.6
	title = denmark_occupation_event.6.t
	desc = denmark_occupation_event.6.desc
	picture = GFX_report_event_DEN_danish_troops
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.6.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				OR = {
					has_government = fascism communism
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < 25
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 5
				has_war_with_major = no
			} {
				factor = 5
				is_major = yes
			} {
				factor = 2
				FROM = {
					has_completed_focus = DEN_seek_independence
				}
			}
		}
		effect_tooltip = {
			ROOT = {
				end_puppet = FROM
			}
			FROM = {
				declare_war_on = {
					target = ROOT
					type = independence_wargoal
				}
			}
		}
		if = {
			limit = {
				has_idea = DEN_sahnefront_ns
			}
			remove_ideas = DEN_sahnefront_ns
		}
		FROM = {
			country_event = {
				id = denmark_occupation_event.7
				hours = 1
			}
		}
	} {
		name = denmark_occupation_event.6.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				FROM = {
					has_completed_focus = DEN_pledge_allegiance
				}
			} {
				factor = 10
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 10
				is_major = no
				has_war_with_major = yes
			} {
				factor = 0.5
				surrender_progress = < 0.5
			} {
				factor = 0.5
				FROM = {
					has_country_leader_with_trait = DEN_plenipotentiary
				}
			}
		}
		effect_tooltip = {
			ROOT = {
				end_puppet = FROM
			}
		}
		if = {
			limit = {
				has_idea = DEN_sahnefront_ns
			}
			remove_ideas = DEN_sahnefront_ns
		}
		FROM = {
			country_event = {
				id = denmark_occupation_event.8
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: AFG_backtrack_on_reforms_idea
Constructs: stability_factor, neutrality_drift, democratic_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_backtrack_on_reforms_idea = {
	picture = ARG_roca_runciman_new_partner
	allowed = {
		original_tag = AFG
	}
	modifier = {
		political_power_factor = 0.05
		stability_factor = -0.05
		neutrality_drift = 0.01
		democratic_drift = -0.03
		max_dig_in = 2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_exempt_yeshiva_students
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_exempt_yeshiva_students
	icon = GFX_focus_hol_the_foundations_of_defense
	relative_position_id = ISR_fund_religious_education
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_fund_religious_education
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_religious_parties_idea_1
			add_idea = ISR_religious_parties_idea_2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: EAI_DD_4/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.04
			instant = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACountry/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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The following pages link to Template:Country/doc:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Country/doc"
### Entity: Event
Component: r56_italy.24
Constructs: is_triggered_only, add_state_claim, declare_war_on, annex_everything
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.24
	title = r56_italy.24.t
	desc = r56_italy.24.d
	picture = GFX_report_event_spr_italian_volunteers
	is_triggered_only = yes
	option = {
		name = r56_italy.24.a
		add_state_claim = 103 958
		103 = {
			OWNER = {
				ROOT = {
					declare_war_on = {
						target = PREV
						type = annex_everything
					}
				}
			}
		}
	} {
		name = r56_italy.24.b
	}
}
### Entity: AI Strategy
Component: convoy_voy_voy_voy
Constructs: has_dlc
Source: game
File: common/ai_strategy/default.txt

Code:
convoy_voy_voy_voy = {
	enable = {
		has_dlc = Man the Guns
		convoy_threat = > 0.2
	}
	abort = {
		convoy_threat = < 0.2
	}
	ai_strategy = {
		type = role_ratio
		id = naval_cruiser_light
		value = -20
	} {
		type = role_ratio
		id = naval_escort
		value = 25
	} {
		type = role_ratio
		id = naval_mine_layer
		value = -10
	} {
		type = unit_ratio
		id = screen_ship
		value = 30
	} {
		type = unit_ratio
		id = capital_ship
		value = -10
	} {
		type = unit_ratio
		id = convoy
		value = 50
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_merge_the_oil_companies
Constructs: prerequisite, limit, add_ideas, completion_reward, is_controlled_by, cancel_if_invalid, add_to_variable, has_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_merge_the_oil_companies
	icon = GFX_focus_generic_resource_extraction
	overlay = GFX_focus_overlay_cze_industry_focus
	prerequisite = {
		focus = CZE_enlarge_smaller_wells CZE_diversify_refinery_processes
	}
	relative_position_id = CZE_diversify_refinery_processes
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_no_focus = yes
		any_core_state = {
			is_controlled_by = ROOT
		}
		synthetic_refinery = > 0
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_synthetic_refinery_factor = 0.1
			tooltip = production_speed_synthetic_refinery_factor_tt
		}
		if = {
			limit = {
				has_idea = CZE_apollo
			}
			swap_ideas = {
				remove_idea = CZE_apollo
				add_idea = CZE_apollo_improved
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = CZE_apollo
					add_idea = CZE_apollo_improved
				}
			}
		}
		add_ideas = CZE_czech_state_oil
	}
}
### Entity: Decision
Component: MEX_category_hispanic_solidarity
Constructs: has_dlc
Source: game
File: common/decisions/categories/MEX_decision_categories.txt

Code:
MEX_category_hispanic_solidarity = {
	icon = generic_political_actions
	priority = 90
	allowed = {
		has_dlc = Man the Guns
		original_tag = MEX
	}
}
### Entity: Character
Component: GER_albert_speer
Constructs: has_country_flag
Source: game
File: common/characters/GER.txt

Code:
GER_albert_speer = {
	name = GER_albert_speer
	portraits = {
		army = {
			large = GFX_portrait_GER_albert_speer
			small = GFX_portrait_GER_albert_speer_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = speer
		allowed = {
			original_tag = GER
		}
		available = {
			has_country_flag = GER_reinstated_nazi_leadership
		}
		visible = {
			has_country_flag = GER_reinstated_nazi_leadership
		}
		traits = {
			GER_reich_architect
		}
	}
}
### Entity: Idea
Component: TUR_liberalism
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_liberalism = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_constitutional_guarantees
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.06
		production_speed_buildings_factor = 0.15
	}
}
### Entity: Country History
Country: FOR
Component: FOR_technology
Constructs: set_technology
Source: game
File: history/countries/FOR - Formosa.txt

Code:
# Starting Technologies for FOR
set_technology = {
	infantry_weapons = 1
}