Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Game Rule
Component: HUN_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
HUN_ai_behavior = {
	name = HUN_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Death or Dishonor
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = COMMUNIST
		text = RULE_OPTION_HUN_COMMUNIST_STALINISM
		desc = RULE_OPTION_COMMUNIST_HUN_AI_DESC
	} {
		name = AUSTRIA_HUNGARY
		text = RULE_OPTION_AUSTRIA_HUNGARY
		desc = RULE_OPTION_AUSTRIA_HUNGARY_HUN_AI_DESC
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_HUN_DEMOCRATIC_KING
		desc = RULE_OPTION_DEMOCRATIC_HUN_AI_DESC
	} {
		name = FASCIST_ALTERNATE
		text = RULE_OPTION_HUN_ROME_PROTOCOLS
		desc = RULE_FASCIST_ALTERNATE_HUN_AI_DESC
	} {
		name = FASCIST_HISTORICAL
		text = RULE_OPTION_HUN_HISTORICAL
		desc = RULE_FASCIST_HUN_AI_DESC
		allow_achievements = yes
	} {
		name = FASCIST_KING
		text = RULE_OPTION_HUN_FASCIST_KING
		desc = RULE_FASCIST_ALTERNATE_KING_HUN_AI_DESC
	} {
		required_dlc = Gotterdammerung
		name = HABSBURG_HUNGARY
		text = RULE_OPTION_HUN_HABSBURG_HUNGARY
		desc = RULE_HABSBURG_HUNGARY_HUN_AI_DESC
	} {
		required_dlc = Gotterdammerung
		name = HORTHYIST_KING_HUNGARY
		text = RULE_OPTION_HUN_HORTHYIST_KING_HUNGARY
		desc = RULE_HORTHYIST_KING_HUNGARY_HUN_AI_DESC
	} {
		required_dlc = Gotterdammerung
		name = REPUBLICAN_DEMOCRACY
		text = RULE_OPTION_HUN_REPUBLICAN_DEMOCRACY
		desc = RULE_REPUBLICAN_DEMOCRACY_HUN_AI_DESC
	} {
		required_dlc = Gotterdammerung
		name = REPUBLICAN_DEMOCRACY_EXPANSIONIST
		text = RULE_OPTION_HUN_REPUBLICAN_DEMOCRACY_EXPANSIONIST
		desc = RULE_REPUBLICAN_DEMOCRACY_EXPANSIONIST_HUN_AI_DESC
	} {
		required_dlc = Gotterdammerung
		name = RESTORE_THE_SOCIALIST_REPUBLIC
		text = RULE_OPTION_HUN_RESTORE_THE_SOCIALIST_REPUBLIC
		desc = RULE_RESTORE_THE_SOCIALIST_REPUBLIC_HUN_AI_DESC
	} {
		required_dlc = Gotterdammerung
		name = ARROW_CROSS_MOVEMENT
		text = RULE_OPTION_HUN_ARROW_CROSS_MOVEMENT
		desc = RULE_ARROW_CROSS_MOVEMENT_HUN_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Idea
Component: ABC_establish_a_general_staff_idea_2
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/abc_generic.txt

Code:
ABC_establish_a_general_staff_idea_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CZE_planning_bonus
	modifier = {
		experience_gain_army = 0.05
		planning_speed = 0.1
		dig_in_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_shock_troop_offensive
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction, add_mastery_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_shock_troop_offensive
	icon = GFX_goal_infantry_offensive
	relative_position_id = AUS_doctrine_innovation
	x = -2
	y = 2
	prerequisite = {
		focus = AUS_doctrine_innovation
	}
	mutually_exclusive = {
		focus = AUS_found_the_jagdkommando_school AUS_fund_the_gebirgsjaeger_programme
	}
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = AUS_shock_troop_offensive
			category = r56_shock_infantry_tech
			uses = 1
			bonus = 1
		}
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			name = AUS_shock_troop_offensive
			category = cat_shocktroops_doctrine
			uses = 2
		}
		add_mastery_bonus = {
			name = AUS_shock_troop_offensive
			bonus = 0.2
			days = 365
			sub_doctrine = shocktroops_2
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.19
Constructs: is_triggered_only, add_political_power
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.19
	title = SEA_PHI_political_events.19.t
	desc = SEA_PHI_political_events.19.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.19.a
		add_political_power = -50
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_royal_road
Constructs: prerequisite, limit, completion_reward, every_state, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_royal_road
	icon = GFX_goal_generic_road2
	prerequisite = {
		focus = IRQ_demand_british_territories
	} {
		focus = IRQ_conquer_saudi
	}
	relative_position_id = IRQ_proclaim_the_neo_assyrian_empire
	x = -1
	y = 2
	cost = 20
	ai_will_do = {
		factor = 10
	}
	available = {
		controls_state = 676 291 675 1045 1046 1047 1048 1049 455 1021 1022 454 1016 1017 949 966 453 907 447 452 679 419 352 350 554 344 345
	}
	available_if_capitulated = yes
	completion_reward = {
		every_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
				OR = {
					state = 676 291 675 1045 1046 1047 1048 1049 455 1021 1022 454 1016 1017 949 966 453 907 447 452 679 419 352 350 554 344 345
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_HISTORICAL_hold_limiter
Constructs: has_war_with, is_ai, is_in_faction_with, check_variable, force_concentration_front_factor, is_in_array, force_concentration_target_weight
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_HISTORICAL_hold_limiter = {
	enable = {
		has_war_with = GER
		GER = {
			is_ai = yes
		}
		is_in_faction_with = SOV
		SOV = {
			check_variable = {
				EAI_MILITARY_barbarossa_LIMITER = 2
			}
		}
		check_variable = {
			global.EAI_eastern_front = 2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 1200
		execution_type = careful
		manual_attack = no
		execute_order = no
		tag = GER
	} {
		type = force_concentration_front_factor
		ratio = 0.5
		value = -100
		state_trigger = {
			CONTROLLER = {
				is_in_faction_with = GER
			}
			is_in_array = {
				global.EAI_MAP_barbarossa_theatre = THIS.id
			}
		}
	} {
		type = force_concentration_target_weight
		value = -100
		state_trigger = {
			CONTROLLER = {
				is_in_faction_with = GER
			}
			is_in_array = {
				global.EAI_MAP_barbarossa_theatre = THIS.id
			}
		}
	}
}
### Entity: Country History
Country: CHR
Component: CHR_technology
Constructs: set_technology
Source: game
File: history/countries/CHR - Charrua.txt

Code:
# Starting Technologies for CHR
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Character
Component: MEX_adolfo_de_la_huerta
Source: game
File: common/characters/MEX.txt

Code:
MEX_adolfo_de_la_huerta = {
	name = MEX_adolfo_de_la_huerta
	portraits = {
		army = {
			large = GFX_Portrait_MEX_Adolfo_de_la_Huerta
		}
		civilian = {
			large = GFX_Portrait_MEX_Adolfo_de_la_Huerta
		}
	}
}
### Entity: Character
Component: TUR_refet_bele
Constructs: has_dlc, has_country_leader
Source: game
File: common/characters/TUR.txt

Code:
TUR_refet_bele = {
	name = TUR_refet_bele
	portraits = {
		army = {
			small = GFX_idea_tur_refe_bele
		}
	}
	advisor = {
		slot = high_command
		idea_token = TUR_refet_bele
		ledger = army
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
			}
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_local_weapons_manufacturing
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, check_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_local_weapons_manufacturing
	icon = GFX_goal_generic_small_arms
	relative_position_id = AUS_military_industrial_funding
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_military_industrial_funding
	} {
		focus = AUS_steel_industry_funds
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 7
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		add_ideas = AUS_local_weapons_manufacturing
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Country History
Country: NIU
Component: NIU_characters
Constructs: recruit_character
Source: game
File: history/countries/NIU - Niue.txt

Code:
# Leaders & Characters for NIU
recruit_character = NIU_hekataha_uea NIU_patu_iki_council NIU_patu_iki_hautea NIU_robert_rex NIU_ikimatatoa
### Entity: National Focus
Tree: eth_focus
Component: ETH_seek_new_trading_partners
Constructs: prerequisite, limit, has_government, is_major, add_opinion_modifier, completion_reward, every_other_country, is_subject_of
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_seek_new_trading_partners
	prerequisite = {
		focus = ETH_mytishchi-ababa_plant ETH_send_home_advisors
	}
	mutually_exclusive = {
		focus = ETH_soviet-ethiopian_trade_agreement
	}
	relative_position_id = ETH_send_home_advisors
	x = 0
	y = 1
	cost = 10
	available = {

	}
	icon = GFX_goal_generic_positive_trade_relations
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_major = yes
				NOT = {
					has_government = fascism
					tag = SOV
				}
			}
			add_opinion_modifier = {
				target = ETH
				modifier = ETH_seek_other_trade_partners
			}
		}
		IF = {
			limit = {
				is_subject_of = SOV
			}
			add_autonomy_score = {
				value = 200
				localization = ETH_seek_new_trading_partners
			}
		}
	}
}
### Entity: Event
Component: wtt_germany.19
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, every_country, add_political_power, add_named_threat, add_timed_idea
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.19
	title = wtt_germany.19.t
	desc = wtt_germany.19.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	option = {
		name = wtt_germany.19.a
		ai_chance = {
			factor = 90
		}
		add_named_threat = {
			threat = 10
			name = GER_soviet_military_exercises
		}
		add_timed_idea = {
			idea = GER_soviet_military_exercises
			days = 365
		}
		army_experience = 50
		add_political_power = 100
		hidden_effect = {
			news_event = {
				id = wtt_news.9
				hours = 6
			}
		}
	} {
		name = wtt_germany.19.b
		ai_chance = {
			factor = 5
		}
		add_named_threat = {
			threat = -5
			name = GER_soviet_smoothes_relationships
		}
		add_political_power = -50
		every_country = {
			limit = {
				has_idea = GER_the_great_red_menace
			}
			country_event = {
				id = wtt_germany.25
				days = 1
				random_days = 2
			}
			random_list = {
				80 = {

				}
				20 = {
					remove_ideas = GER_the_great_red_menace
				}
			}
		}
		GER = {
			country_event = {
				id = wtt_germany.25
				days = 1
				random_days = 2
			}
		}
	} {
		name = wtt_germany.19.c
		ai_chance = {
			factor = 5
		}
	}
}
### Entity: Order of Battle
Component: 1ya KiVO Mekhanizirovanaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1936.txt

Code:
division = {
	name = 1ya KiVO Mekhanizirovanaya Gruppa
	location = 11670
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_44
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_44 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 44
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 44
	}
}
### Entity: Event
Component: yugoslavia.8
Constructs: is_triggered_only, ai_chance, limit, owns_state, is_major, add_political_power, create_wargoal, annex_everything
Source: game
File: events/Yugoslavia.txt

Code:
country_event = {
	id = yugoslavia.8
	title = germany.98.t
	desc = {
		text = yugoslavia.8.d
	}
	picture = GFX_report_event_german_inspect_troops
	is_triggered_only = yes
	option = {
		name = yugoslavia.8.a
		ai_chance = {
			factor = 10
		}
		GER = {
			country_event = {
				id = germany.111
				days = 1
			}
			effect_tooltip = {
				create_wargoal = {
					type = annex_everything
					target = YUG
				}
			}
		}
	} {
		name = yugoslavia.8.b
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				any_other_country = {
					is_major = yes
					OR = {
						has_guaranteed = YUG
						is_in_faction_with = YUG
					}
				}
			} {
				factor = 0
				is_puppet = yes
			}
		}
		trigger = {
			YUG = {
				OR = {
					owns_state = 103 104 109 804
				}
			}
		}
		GER = {
			add_political_power = -25
			add_named_threat = {
				threat = 3
				name = GER_fate_of_yugoslavia
			}
			CRO = {
				if = {
					limit = {
						YUG = {
							owns_state = 103
						}
					}
					transfer_state = 103
				} {
					limit = {
						YUG = {
							owns_state = 104
						}
					}
					transfer_state = 104
				} {
					limit = {
						YUG = {
							owns_state = 109
						}
					}
					transfer_state = 109
				} {
					limit = {
						YUG = {
							owns_state = 804
						}
					}
					transfer_state = 804
				}
			}
			puppet = CRO
			annex_country = {
				target = YUG
				transfer_troops = no
			}
			hidden_effect = {
				set_global_flag = GER_fate_of_yugoslavia_puppet_CRO_annex_YUG
				news_event = {
					hours = 6
					id = news.169
				}
			}
			GER_yugoslavia_modify_mefo_bills_or_economy_of_conquest = yes
			GER_seize_gold_reserves_in_europe_peacefully = yes
			add_to_variable = {
				var = GER_mefo_bill_counter
				value = -10
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt GAME_OVER_TT
	}
}
### Entity: Joint Focus
Component: INSHOL_london_batavia_accord
Constructs: prerequisite, limit, joint_focus, has_country_flag, completion_reward, check_variable, is_historical_focus_on
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_london_batavia_accord
	icon = GFX_focus_chi_british_cooperation
	text_icon = INSHOL_HOL_focus_style
	available = {
		tag = HOL
		custom_trigger_tooltip = {
			tooltip = INSHOL_revolution_ongoing_tt
			INS = {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		} {
			tooltip = war_escalation_3_or_more_tt
			INS = {
				check_variable = {
					var = INS_war_escalation_level
					value = 3
					compare = greater_than_or_equals
				}
			}
		}
	}
	prerequisite = {
		focus = INSHOL_indian_divisions
	}
	mutually_exclusive = {
		focus = INSHOL_franco_dutch_accord INSHOL_undermine_the_militias INSHOL_flag_will_fly_again
	}
	x = -2
	y = 2
	relative_position_id = INSHOL_request_british_support
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			is_historical_focus_on = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			ENG = {
				country_event = {
					id = INS_revolution_events.2
					hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt INS_eng_treaty_holside_tt
			effect_tooltip = {
				indonesia_HOL_sign_accord_effect = yes
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			ENG = {
				country_event = {
					id = INS_revolution_events.2
					hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt INS_eng_treaty_holside_tt
			effect_tooltip = {
				indonesia_HOL_sign_accord_effect = yes
			}
		}
	}
}
### Entity: Idea
Component: EGY_acd2
Source: game
File: common/ideas/egypt.txt

Code:
EGY_acd2 = {
	picture = generic_army_arab_1
	allowed = {
		original_tag = EGY
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: SWE_folkhemmet_70d_swap
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_folkhemmet_70d_swap = {
	custom_effect_tooltip = SWE_folkhemmet_modification_tt
	add_to_variable = {
		folkhemmet_war_support = 0.03
		tooltip = war_support_factor_tt
	} {
		folkhemmet_stability = -0.03
		tooltip = stability_factor_tt
	} {
		folkhemmet_mil = 0.03
		tooltip = production_speed_arms_factory_factor_tt
	} {
		folkhemmet_civ = -0.03
		tooltip = production_speed_industrial_complex_factor_tt
	} {
		folkhemmet_dockyard = 0.03
		tooltip = production_speed_dockyard_factor_tt
	}
}
### Entity: Idea
Component: ICE_icelandic_neutrality2
Constructs: has_war, has_government, production_speed_buildings_factor, is_in_faction, send_volunteers_tension
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_icelandic_neutrality2 = {
	picture = neutrality_idea
	available = {
		has_war = no
		OR = {
			has_government = neutrality democratic
		}
		is_in_faction = no
	}
	cancel = {
		has_war = yes
		is_in_faction = yes
	}
	modifier = {
		join_faction_tension = 2.0
		send_volunteers_tension = 2.0
		guarantee_tension = 2.0
		justify_war_goal_time = 1.5
		ai_badass_factor = 1.0
		ai_get_ally_desire_factor = -1000
		ai_join_ally_desire_factor = -3000
		political_power_factor = 0.25
		production_speed_buildings_factor = 0.1
	}
	rule = {
		can_decline_call_to_war = yes
	}
}
### Entity: Event
Component: christian_denmark.1
Constructs: is_triggered_only
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = christian_denmark.1
	title = christian_denmark.1.t
	desc = christian_denmark.1.d
	picture = GFX_report_event_copenhagen_protests
	is_triggered_only = yes
	option = {
		name = christian_denmark.1.a
		custom_effect_tooltip = den_anti_monarchist_resistance_tt
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_rebuild_democratic_systems
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, set_party_name, every_other_country
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_rebuild_democratic_systems
	icon = GFX_focus_generic_court
	prerequisite = {
		focus = AUS_hold_elections
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_hold_elections
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 150
		custom_effect_tooltip = generic_skip_one_line_tt AUS_rebuild_democratic_systems_tt
		set_party_name = {
			ideology = fascism
			long_name = AUS_fascism_vaterlandische_front_long
			name = AUS_fascism_vaterlandische_front
		} {
			ideology = neutrality
			long_name = AUS_greater_germany_party_long
			name = AUS_greater_germany_party
		}
		hidden_effect = {
			AUS_fascist_vaterlandische_leader_setup = yes
			every_other_country = {
				limit = {
					original_tag = GER
					has_government = fascism
				}
				country_event = {
					id = AUS_political_events.15
					days = 3
				}
			}
		}
	}
}
### Entity: Idea
Component: SPR_national_strikes_9
Constructs: industrial_capacity_factory, production_speed_buildings_factor, has_global_flag
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_national_strikes_9 = {
	name = SPR_national_strikes
	picture = FRA_factory_strikes
	allowed = {
		original_tag = SPR
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.4
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
		production_speed_buildings_factor = -0.2
	}
}
### Entity: Idea
Component: BUL_varna_naval_dockyard_improved
Constructs: has_completed_focus, has_dlc, research_bonus, refit_speed
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_varna_naval_dockyard_improved = {
	name = BUL_varna_naval_dockyard
	picture = generic_naval_manufacturer_2
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		has_completed_focus = BUL_an_aegean_sea_fleet
	}
	available = {
		has_completed_focus = BUL_expand_varna_naval_base
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
	modifier = {
		repair_speed_factor = 0.1
		refit_speed = 0.1
	}
}
### Entity: Character
Component: HUN_hugo_sonyi
Constructs: has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_hugo_sonyi = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_hugo_sonyi
		portraits = {
			army = {
				small = GFX_idea_HUN_hugo_sonyi
			}
		}
		advisor = {
			slot = army_chief
			idea_token = HUN_hugo_sonyi
			allowed = {
				original_tag = HUN
			}
			traits = {
				army_chief_offensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_hugo_sonyi
		portraits = {
			army = {
				large = GFX_portrait_HUN_hugo_sonyi
				small = GFX_portrait_HUN_hugo_sonyi_small
			}
		}
		corps_commander = {
			traits = {
				trait_HUN_vitez trait_engineer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
			legacy_id = -1
		}
		advisor = {
			slot = army_chief
			idea_token = HUN_hugo_sonyi
			allowed = {
				original_tag = HUN
			}
			available = {
				wuw_HUN_does_not_have_trianon = yes
			}
			traits = {
				army_chief_offensive_2
			}
			cost = 100
			ai_will_do = {
				base = 3
			}
		}
	}
}
### Entity: Event
Component: men.25
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.25
	title = men.25.t
	desc = men.25.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = men.25.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = betrayed_our_cause
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_balanced_navy
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_balanced_navy
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = TUR_doctrinal_advancement
	}
	x = -2
	y = 1
	relative_position_id = TUR_doctrinal_advancement
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_strike_force
			bonus = 0.75
			uses = 1
			category = dd_tech
		} {
			name = POL_strike_force
			bonus = 0.75
			uses = 1
			category = cl_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Effect Reference
Construct: reverse_add_opinion_modifier
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## reverse_add_opinion_modifier

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Add opinion modifier(s) to target(s)
```