Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: POR_MNT_01
Source: game
File: common/units/names_divisions/POR_names_divisions.txt

Code:
POR_MNT_01 = {
	name = Mountain Division
	for_countries = {
		POR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		POR_INF_01
	}
	fallback_name = %da Divisão de Inf. de Montanha
	ordered = {
		1 = {
			%da Divisão de Inf. de Montanha
		}
		2 = {
			%da Divisão de Inf. de Montanha
		}
		3 = {
			%da Divisão de Inf. de Montanha
		}
		4 = {
			%da Divisão de Inf. de Montanha
		}
		5 = {
			%da Divisão de Inf. de Montanha
		}
		6 = {
			%da Divisão de Inf. de Montanha
		}
		7 = {
			%da Divisão de Inf. de Montanha
		}
		8 = {
			%da Divisão de Inf. de Montanha
		}
		9 = {
			%da Divisão de Inf. de Montanha
		}
		10 = {
			%da Divisão de Inf. de Montanha
		}
	}
}
### Entity: Scripted Effect
Component: prince_integration
Constructs: clr_state_flag, remove_dynamic_modifier
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
prince_integration = {
	clr_state_flag = princely_state
	remove_dynamic_modifier = {
		modifier = princely_state_mod
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_privately_owned_military_industry
Constructs: prerequisite, limit, has_country_flag, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_privately_owned_military_industry
	icon = GFX_focus_RAJ_a_private_military
	available = {
		has_country_flag = INS_has_revolutionary_hq
	}
	prerequisite = {
		focus = INS_infiltrate_the_army
	}
	mutually_exclusive = {

	}
	x = 1
	y = 2
	relative_position_id = INS_underground_revolution
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
					INS_only_militia_states_if_possible_and_needed = yes
					impassable = no
				}
				prioritize = {
					1058 335 1051
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = INS_privately_owned_military_industry_tt
	}
}
### Entity: Event
Component: r56.news_event.51
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.51
	title = bra.13.t
	desc = bra.13.d
	picture = GFX_news_event_BRA_vargas_murdered
	is_triggered_only = yes
	option = {
		name = bra.13.a
	}
}
### Entity: Event
Component: mongol_greater_mongolia.14
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.14
	title = mongol_greater_mongolia.14.t
	desc = mongol_greater_mongolia.14.d
	picture = GFX_report_event_MON_mongolian_politician_speech
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.14.a
		ROOT = {
			create_wargoal = {
				target = FROM
				type = annex_everything
				expire = 0
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdish_socialist
Constructs: add_equipment_to_stockpile, prerequisite, limit, random_country, has_government, add_stability, completion_reward, is_core_of
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_kurdish_socialist
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = IRQ_promote_kurdish_culture
	}
	x = 1
	y = 1
	relative_position_id = IRQ_promote_kurdish_culture
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		any_owned_state = {
			is_core_of = KUR
		}
		any_country_with_original_tag = {
			original_tag_to_check = SOV
			exists = yes
			has_government = communism
			NOT = {
				has_subject = ROOT
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_INDUSTRY
	} {
		FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = SOV
			popularity = 0.1
		}
		add_stability = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt if_they_accept COG_when_the_war_for_independence_starts_tt
		random_country = {
			limit = {
				original_tag = SOV
				has_government = communism
			}
			country_event = {
				id = IRQ_kurdistan_events.1
				hours = 12
				random_hours = 24
			}
		}
		effect_tooltip = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 1
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
				producer = SOV
			} {
				type = support_equipment
				amount = 250
				producer = SOV
			} {
				type = artillery_equipment
				amount = 150
				producer = SOV
			}
			add_manpower = 15000
		}
	}
}
### Entity: Character
Component: hardened_officer_regency_council
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
hardened_officer_regency_council = {
	random = no
	conscription_factor = 0.05
	army_core_defence_factor = 0.05
	dig_in_speed_factor = 0.05
	max_dig_in = 5
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_centralize_development
Constructs: prerequisite, completion_reward, set_capital, add_victory_points, add_dynamic_modifier, add_building_construction, build_railway, build_only_on_allied
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_centralize_development
	icon = GFX_focus_BRA_new_capital
	prerequisite = {
		focus = BRA_banco_do_brasil
	}
	x = 1
	y = 1
	relative_position_id = BRA_banco_do_brasil
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = BRA_centralize_development_tt
		set_capital = {
			state = 505
			remember_old_capital = no
		}
		505 = {
			add_victory_points = {
				province = 8140
				value = 10
			}
			add_dynamic_modifier = {
				modifier = BRA_new_capital_modifier
			}
			add_building_construction = {
				type = supply_node
				province = 8140
				level = 1
				instant_build = yes
			}
			build_railway = {
				level = 1
				build_only_on_allied = yes
				fallback = yes
				start_province = 12977
				target_province = 8140
			}
		}
		hidden_effect = {
			set_province_name = {
				id = 8140
				name = BRA_new_capital
			}
		}
	}
}
### Entity: Event
Component: kns.7
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/r56_KMT_events.txt

Code:
news_event = {
	id = kns.7
	title = kns.7.t
	desc = kns.7.d
	picture = GFX_news_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = news.182.a
		trigger = {
			is_in_faction_with = GER
		}
	} {
		name = kns.7.c
		trigger = {
			NOT = {
				is_in_faction_with = GER
			}
		}
	}
}
### Entity: Event
Component: poland.76
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.76
	title = poland.76.t
	desc = poland.76.d
	picture = GFX_report_event_polish_reject_demands2
	is_triggered_only = yes
	option = {
		name = poland.76.a
		GER = {
			country_event = poland.77
		}
	}
}
### Entity: Military Industrial Organization
Component: KOR_air_koryo_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_air_koryo_organization = {
	name = KOR_air_koryo
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		owner = {
			or = {
				original_tag = KOR NKR
			}
		}
	}
	available = {
		owner = {
			controls_state = 527
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_heavy_aircraft_designer
		limit_to_equipment_type = {
			large_plane_airframe large_plane_maritime_patrol_plane_airframe
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			air_bombing = 0.05
			air_agility = -0.05
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.29
Constructs: is_triggered_only, division_template, limit, random_country, has_government, fire_only_once, every_other_country, declare_war_on
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.29
	title = SEA_japan_popup_events.29.t
	desc = SEA_japan_popup_events.29.desc
	picture = GFX_report_event_JAP_kodoha_coup_attempt_occupation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.29.a
		JAP_trigger_communist_civil_war = yes
	}
	after = {
		hidden_effect = {
			random_country = {
				limit = {
					original_tag = JAP
					has_government = democratic
				}
				every_other_country = {
					limit = {
						original_tag = JAP
					}
					PREV = {
						declare_war_on = {
							target = PREV
							type = civil_war
						}
					}
				}
			}
			every_core_state = {
				limit = {
					has_state_flag = JAP_mountain_villages_operation_units_active_here
				}
				create_unit = {
					division = division_template = "Sanson Kōsakutai" start_experience_factor = 0.1 start_equipment_factor = 0.7
					owner = ROOT
					count = 2
					allow_spawning_on_enemy_provs = yes
				}
			}
			IF = {
				limit = {
					any_country = {
						original_tag = JAP
						has_government = fascism
						num_divisions = < 20
					}
				}
				random_country = {
					limit = {
						original_tag = JAP
						has_government = fascism
					}
					random_state = {
						limit = {
							is_core_of = JAP
							is_controlled_by = PREV
						}
						create_unit = {
							division = name = "14. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
							owner = PREV
						} {
							division = name = "15. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
							owner = PREV
						} {
							division = name = "16. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
							owner = PREV
						} {
							division = name = "17. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
							owner = PREV
						}
					}
				}
				random_state = {
					limit = {
						is_core_of = JAP
						is_controlled_by = PREV
					}
					create_unit = {
						division = name = "18. Dai-Nippon T
# ... (truncated)
### Entity: Character
Component: GUA_manuel_orellana
Source: game
File: common/characters/GUA.txt

Code:
GUA_manuel_orellana = {
	advisor = {
		slot = high_command
		idea_token = GUA_manuel_orellana
		ledger = army
		allowed = {
			original_tag = GUA
		}
		traits = {
			army_entrenchment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Manuel Orellana
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Scripted Effect
Component: DEN_freedom_council_takes_over
Constructs: set_politics
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_freedom_council_takes_over = {
	set_politics = {
		ruling_party = neutrality
		elections_allowed = yes
		long_name = DEN_neutrality_freedom_council_party_long
		name = DEN_neutrality_freedom_council_party
	}
	promote_character = {
		character = DEN_freedom_council
		ideology = centrism
	}
}
### Entity: Decision
Component: GER_uncertain_future_cat
Constructs: is_subject, has_civil_war
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_uncertain_future_cat = {
	priority = 11
	icon = GFX_decision_category_spr_the_seeds_of_revolution
	picture = GFX_decision_cat_picture_chi_political_support
	allowed = {
		original_tag = GER
	}
	visible_when_empty = no
	visible = {
		is_subject = no
		has_civil_war = no
	}
}
### Entity: Country History
Country: KBK
Component: KBK_technology
Constructs: set_technology
Source: game
File: history/countries/KBK - Kabardino-Balkaria.txt

Code:
# Starting Technologies for KBK
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: Idea
Component: SOV_russian_women_fascist_movement_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_russian_women_fascist_movement_2 = {
	name = SOV_russian_women_fascist_movement
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_victors_of_ww1
	modifier = {
		conscription = 0.025
		attrition = -0.1
		training_time_factor = -0.15
	}
}
### Entity: Scripted Effect
Component: EAI_PC_clear_project_inputs
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_clear_project_inputs = {
	set_temp_variable = {
		_project_building_type = 0
	} {
		_project_target_level = 0
	} {
		_project_queue_num = 0
	} {
		_project_province_id = 0
	} {
		_project_priority = 0
	} {
		_project_type_id = 0
	} {
		_project_cancel_unbuildable = 0
	} {
		_project_replace_shared = 0
	} {
		_match_project_type_id = 0
	} {
		_project_build_for_ally = 0
	} {
		_project_queue_max = 0
	}
}
### Entity: Faction
Component: faction_manifest_nordic_defence
Constructs: is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_nordic_defence = {
	name = nordic_defence_goal_name
	description = nordic_defence_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:states_in_the_nordics
		completed_amount_collection = collection:faction_states_in_the_nordics
		scale = {
			army_attack_against_major_factor = 0.1
			army_breakthrough_against_major_factor = 0.1
			army_defence_against_major_factor = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					compliance_growth = 0.1
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_nationalism_2
Constructs: war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_nationalism_2 = {
	name = CZE_nationalism_1
	allowed = {
		always = no
		original_tag = CZE
	}
	available = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		political_power_factor = 0.1
		surrender_limit = 0.15
		army_attack_factor = 0.1
		army_core_defence_factor = 0.05
	}
}
### Entity: Trigger Reference
Construct: faction_manifest_fulfillment
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## faction_manifest_fulfillment

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Checks manifest fulfillment value of current country's faction manifest
### Entity: Decision
Component: DEN_fortification_category
Constructs: has_completed_focus, has_war, fire_only_once, is_fully_controlled_by, remove_effect, add_building_construction
Source: game
File: common/decisions/DEN.txt

Code:
DEN_fortification_category = {
	DEN_forts_in_sjaelland = {
		priority = 1
		icon = GFX_decision_generic_fortification
		ai_will_do = {
			base = 10
			modifier = {
				factor = 10
				has_war = yes
			} {
				factor = 5
				OR = {
					DEN_rearming_ai = yes
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
				}
			}
		}
		allowed = {
			original_tag = DEN
		}
		available = {
			37 = {
				is_fully_controlled_by = ROOT
			}
		}
		visible = {
			has_completed_focus = DEN_build_a_modern_dannevirke
		}
		fire_only_once = yes
		days_remove = 60
		cost = DEN_decision_low_cost
		remove_effect = {
			37 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
					}
				}
			}
		}
	}
	DEN_forts_in_fyn = {
		priority = 1
		icon = GFX_decision_generic_fortification
		ai_will_do = {
			base = 10
			modifier = {
				factor = 10
				has_war = yes
			} {
				factor = 5
				OR = {
					DEN_rearming_ai = yes
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
				}
			}
		}
		allowed = {
			original_tag = DEN
		}
		available = {
			911 = {
				is_fully_controlled_by = ROOT
			}
		}
		visible = {
			has_completed_focus = DEN_build_a_modern_dannevirke
		}
		fire_only_once = yes
		days_remove = 60
		cost = DEN_decision_low_cost
		remove_effect = {
			911 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
					}
				}
			}
		}
	}
	DEN_forts_in_norrejylland = {
		priority = 1
		icon = GFX_decision_generic_fortification
		ai_will_do = {
			base = 10
			modifier = {
				factor = 10
				has_war = yes
			} {
				factor = 5
				OR = {
					DEN_rearming_ai = yes
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
				}
			}
		}
		allowed = {
			original_tag = DEN
		}
		available = {
			99 = {
				is_fully_controlled_by = ROOT
			}
		}
		visible = {
			has_completed_focus = DEN_build_a_modern_dannevirke
		}
		fire_only_once = yes
		days_remove = 60
		cost = DEN_decision_low_cost
		remove_effect = {
			99 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
					}
				}
			}
		}
	}
	DEN_forts_in_sonderjylland = {
		priority = 1
		icon = GFX_decision_generic_fortification
		ai_will_do = {
			base = 10
			modifier = {
				factor = 10

# ... (truncated)
### Entity: Joint Focus
Component: INSHOL_work_with_oil_barons
Constructs: has_completed_focus, prerequisite, limit, joint_focus, add_political_power, has_cosmetic_tag, has_subject, has_resources_in_country
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_work_with_oil_barons
	icon = GFX_focus_INS_work_with_oil_barons
	text_icon = INSHOL_INS_focus_style
	available = {
		if = {
			limit = {
				has_cosmetic_tag = INS_UNION
				original_tag = INS
			}
			NOT = {
				custom_trigger_tooltip = {
					tooltip = INS_is_union_tt
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		else = {
			original_tag = HOL
			has_subject = INS
			INS = {
				has_resources_in_country = {
					resource = oil
					amount = > 299
					extracted = yes
				}
			}
		}
	}
	prerequisite = {
		focus = INSHOL_rubber_taxation
	}
	mutually_exclusive = {

	}
	x = -1
	y = 2
	relative_position_id = INSHOL_rubber_taxation
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			has_resources_in_country = {
				resource = oil
				amount = > 400
				extracted = yes
			}
		} {
			add = 5
			has_completed_focus = INS_all_in_on_rubber
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = INS_is_union_tt
						INS = {
							has_cosmetic_tag = INS_UNION
						}
					}
				}
			}
			if = {
				limit = {
					original_tag = INS
				}
				every_controlled_state = {
					limit = {
						is_in_array = {
							array = INS.owned_states_at_game_start
							value = THIS
						}
						has_resources_amount = {
							resource = oil
							amount = > 0
						}
					}
					add_dynamic_modifier = {
						modifier = INS_oil_baron_state
					}
				}
			}
			else_if = {
				limit = {
					original_tag = HOL
				}
				add_political_power = 150
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = INS_is_union_tt
						INS = {
							has_cosmetic_tag = INS_UNION
						}
					}
				}
			}
			if = {
				limit = {
					original_tag = INS
				}
				every_controlled_state = {
					limit = {
						is_in_array = {
							array = INS.owned_states_at_game_start
							value = THIS
						}
						has_resources_amount = {
							resource = oil
							amount = > 0
						}
					}
					add_dynamic_modifier = {
						modifier = INS_oil_baron_state
					}
				}
			}
			else_if = {
				limit = {
					original_tag = HOL
				}
				add_political_power = 150
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/LAND/infantry_design
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/LAND/infantry_design = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/LAND/infantry_design_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/infantry_design = FROM: [?EAI_FOCUS/LAND/infantry_design] TO global.EAI_A_INF_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/infantry_design = FROM: [?EAI_FOCUS/LAND/infantry_design] TO global.EAI_B_INF_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/infantry_design = FROM: [?EAI_FOCUS/LAND/infantry_design] TO global.EAI_C_INF_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
		}
	}
}
### Entity: Character
Component: likes_turkey
Source: game
File: common/country_leader/00_traits.txt

Code:
likes_turkey = {
	random = no
	ai_strategy = {
		type = befriend
		id = TUR
		value = 50
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: RAJ_SS_HISTORICAL
Source: game
File: common/units/names_ships/RAJ_ship_names.txt

Code:
RAJ_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		RAJ
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = HMIS 
	fallback_name = Submarine %s
	unique = {
		Catshark Mudskipper Sawfish Moray Parrotfish Pipefish Mackerel Manta Milkfish Eel Trumpetfish Mud Skate
	}
}
### Entity: Idea
Component: EAI_DD_7/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: raid_add_unit_experience
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## raid_add_unit_experience

* Supported Scopes: RAID_INSTANCE
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Give experience to the units performing the raid (raid instance scope).

Will give experience to any type of unit assigned to the raid, e.g. divisions or air wings.
The value defines the progress towards the max level, e.g. 0.2 = gain 20% of the experience needed to reach max level.

Can use either an explicit value or a variable

ex.
raid_add_unit_experience = 0.2
```