Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: per_focus
Component: PER_religious_militarism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_religious_militarism
	icon = GFX_focus_generic_strike_at_democracy1
	cost = 10
	prerequisite = {
		focus = PER_halt_religious_persecutions
	}
	x = 1
	y = 1
	relative_position_id = PER_halt_religious_persecutions
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_ideas = PER_religious_militarism
	}
}
### Entity: Event
Component: r56.soviet.17
Constructs: has_completed_focus, has_war, has_government, fire_only_once, has_idea, is_controlled_by
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.17
	title = r56.soviet.17.t
	desc = r56.soviet.17.d
	picture = GFX_CZKE_air_is_our_sea_report
	fire_only_once = yes
	mean_time_to_happen = {
		months = 2
	}
	trigger = {
		original_tag = SOV
		has_idea = SOV_transpolar_flights_idea
		date = > 1937.6.17
		has_government = communism
		has_war = no
		OR = {
			has_completed_focus = SOV_transpolar_flights SOV_transpolar_flights_old
		}
		386 = {
			is_controlled_by = USA
		}
	}
	option = {
		name = r56.soviet.17.a
		air_experience = 30
	}
}
### Entity: Event
Component: SEA_PHI_political_events.10
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, check_variable, clr_country_flag
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.10
	title = SEA_PHI_political_events.10.t
	desc = SEA_PHI_political_events.10.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.10.a
		PHI = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = var:PHI_convoy_vars_convoy_amount_negative
				producer = PHI
			}
			if = {
				limit = {
					check_variable = {
						PHI_convoy_vars_equipment_type = 0
					}
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment_1
					amount = var:PHI_convoy_vars_equipment_amount
					producer = FROM
				}
			}
			else_if = {
				limit = {
					check_variable = {
						PHI_convoy_vars_equipment_type = 1
					}
				}
				add_equipment_to_stockpile = {
					type = motorized_equipment_0
					amount = var:PHI_convoy_vars_equipment_amount
					producer = FROM
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = artillery_equipment_1
					amount = var:PHI_convoy_vars_equipment_amount
					producer = FROM
				}
			}
		}
		FROM = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = PHI.PHI_convoy_vars_convoy_amount
				producer = PHI
			}
			if = {
				limit = {
					check_variable = {
						PHI.PHI_convoy_vars_equipment_type = 0
					}
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = PHI.PHI_convoy_vars_equipment_amount_negative
				}
			}
			else_if = {
				limit = {
					check_variable = {
						PHI.PHI_convoy_vars_equipment_type = 1
					}
				}
				add_equipment_to_stockpile = {
					type = motorized_equipment
					amount = PHI.PHI_convoy_vars_equipment_amount_negative
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = artillery_equipment
					amount = PHI.PHI_convoy_vars_equipment_amount_negative
				}
			}
		}
		clr_country_flag = PHI_purchasing_weapons
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_encourage_federalism
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, cancel_if_invalid, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_encourage_federalism
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = IRQ_curtail_arabism
	}
	x = 3
	y = 1
	relative_position_id = IRQ_curtail_arabism
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_WAR_SUPPORT
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				676 = {
					has_dynamic_modifier = {
						modifier = KUR_resistance_modifier
					}
				}
			}
			676 = {
				remove_dynamic_modifier = {
					modifier = KUR_resistance_modifier
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_stability = 0.1
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = IRQ_muhammad_amin_zaki
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ally_the_dragon_king
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction, is_ally_with, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ally_the_dragon_king
	icon = GFX_focus_JAP_ally_the_dragon_king
	mutually_exclusive = {
		focus = JAP_claim_the_raven_crown
	}
	x = -1
	y = 1
	relative_position_id = JAP_an_expedition_to_tibet
	prerequisite = {
		focus = JAP_an_expedition_to_tibet
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		BHU = {
			exists = yes
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		BHU = {
			is_ally_with = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		BHU = {
			country_event = {
				id = SEA_japan_foreign_policy.18
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROOT = {
				add_to_faction = BHU
			}
		}
	}
}
### Entity: Idea
Component: bra_tank_designer
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_tank_designer = {
	picture = cfsp
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = tank_manufacturer
				limit = 1
			}
		}
	}
	available = {
		owner = {
			has_completed_focus = BRA_R56_analyze_the_paulista_war
		}
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		armor = 0.075
	}
	traits = {
		heavy_tank_manufacturer
	}
}
### Entity: Event
Component: Danzig_poland_border_conflict.2
Constructs: is_triggered_only, add_war_support, annex_country, remove_targeted_decision
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = Danzig_poland_border_conflict.2
	title = Danzig_poland_border_conflict.2.t
	desc = Danzig_poland_border_conflict.2.desc
	picture = GFX_report_event_polish_intervention_victory
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			POL = {
				annex_country = {
					target = DNZ
					transfer_troops = no
				}
			} {
				remove_targeted_decision = {
					target = GER
					decision = Danzig_POL_border_conflict_escalate_to_war
				}
			} {
				remove_targeted_decision = {
					target = GER
					decision = Danzig_POL_border_conflict_time_until_cancelled
				}
			} {
				remove_targeted_decision = {
					target = GER
					decision = Danzig_POL_border_conflict_escalate_conflict
				}
			}
			GER = {
				remove_targeted_decision = {
					target = POL
					decision = Danzig_POL_border_conflict_time_until_cancelled
				}
			} {
				remove_targeted_decision = {
					target = POL
					decision = Danzig_POL_border_conflict_escalate_conflict
				}
			} {
				remove_targeted_decision = {
					target = POL
					decision = Danzig_POL_border_conflict_escalate_to_war
				}
			}
		}
	}
	option = {
		name = Danzig_poland_border_conflict.2.a
		trigger = {
			original_tag = POL
		}
		army_experience = 5
		add_war_support = 0.01
		effect_tooltip = {
			POL = {
				annex_country = {
					target = DNZ
					transfer_troops = no
				}
			}
		}
	} {
		name = Danzig_poland_border_conflict.2.b
		trigger = {
			original_tag = GER
		}
		army_experience = 5
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.15
Constructs: is_triggered_only, division_template, limit, has_war_with, check_variable, is_locked, create_unit, random_owned_controlled_state
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.15
	title = BBA_italo_ethiopian_war_events.15.t
	desc = {
		text = BBA_italo_ethiopian_war_events.15.desc_a
		trigger = {
			check_variable = {
				ETH.number_of_volunteers = > 0
			}
		}
	} {
		text = BBA_italo_ethiopian_war_events.15.desc_b
		trigger = {
			check_variable = {
				ETH.number_of_volunteers = < 1
			}
		}
	}
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	trigger = {
		has_war_with = ITA
	}
	immediate = {
		divide_variable = {
			ETH.number_of_volunteers = 5
		}
		round_variable = ETH.number_of_volunteers
	}
	option = {
		name = BBA_italo_ethiopian_war_events.15.a
		trigger = {
			check_variable = {
				ETH.number_of_volunteers = > 0
			}
		}
		division_template = {
			name = International brigade
			is_locked = yes
			division_names_group = ETH_INT_BRIG
			priority = 1
			template_counter = 0
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				} {
					x = 0
					y = 4
				}
			}
		}
		IF = {
			limit = {
				838 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			838 = {
				create_unit = {
					division = division_template = "International brigade" start_experience_factor = 0.1 start_equipment_factor = 1
					owner = ETH
					count = ETH.number_of_volunteers
					prioritize_location = 13244
				}
			}
		}
		ELSE = {
			random_owned_controlled_state = {
				create_unit = {
					division = division_template = "International brigade" start_experience_factor = 0.1 start_equipment_factor = 1
					owner = ETH
					count = ETH.number_of_volunteers
				}
			}
		}
	} {
		name = BBA_italo_ethiopian_war_events.15.b
		trigger = {
			check_variable = {
				ETH.number_of_volunteers = < 1
			}
		}
		add_manpower = 1000
	}
}
### Entity: State History
Component: 378
Constructs: add_core_of
Source: game
File: history/states/378-California.txt

Code:
state = {
	id = 378
	name = STATE_378
	manpower = 5677248
	state_category = metropolis
	resources = {
		oil = 120
		aluminium = 8
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 6
			dockyard = 2
			air_base = 10
			1562 = {
				naval_base = 10
			}
			9671 = {
				naval_base = 4
			}
			9814 = {
				naval_base = 5
			}
			610 = {
				naval_base = 1
			}
		}
		add_core_of = USA
		victory_points = {
			9814 30
		} {
			1562 15
		} {
			9671 25
		} {
			9713 1
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 7
			}
		}
	}
	provinces = {
		610 677 710 766 768 781 823 941 986 1432 1562 1601 1651 3588 3644 3677 3678 3784 3840 4331 4518 4657 4727 6482 6665 6681 6694 6699 6745 6757 6772 6861 6876 6881 7517 7667 7986 9637 9671 9697 9713 9730 9814 9855 9911 10159 10387 10483 11658 11698 11757 11763 11795 11859 11876 12303 12374
	}
	local_supplies = 0.0
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_develop_aluminium_industry
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_develop_aluminium_industry
	icon = GFX_focus_generic_aluminum
	relative_position_id = CEL_support_steel_sector
	prerequisite = {
		focus = CEL_support_steel_sector
	} {
		focus = CEL_improve_national_infrastructure
	}
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = aluminum_mill
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = aluminum_mill
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = aluminum_production_1
				}
			}
			set_technology = {
				aluminum_production_1 = 1
			}
			else = {
				add_tech_bonus = {
					name = construction_tech_bonus
					bonus = 1
					uses = 1
					category = aluminium_tech
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_ALUMINIUM
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_the_transcaucasian_confederation
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_the_transcaucasian_confederation
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = ARM_build_the_kovkas_line
	}
	relative_position_id = ARM_build_the_kovkas_line
	mutually_exclusive = {
		focus = ARM_join_the_comintern
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = communism
		is_subject = no
		is_in_faction = no
		any_country = {
			OR = {
				tag = GEO AZR ABK
			}
			NOT = {
				has_war_with = ROOT
				is_subject = yes
				is_in_faction = yes
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		create_faction_from_template = {
			template = faction_template_regional
			name = ARM_transcaucasian_confederation_faction
			icon = GFX_faction_logo_comintern
		}
		every_other_country = {
			limit = {
				OR = {
					tag = GEO AZR ABK
				}
				NOT = {
					has_war_with = ROOT
					is_subject = yes
					is_in_faction = yes
				}
			}
			country_event = {
				id = generic.5
				hours = 6
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Technology
Component: mechanised_infantry3
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_equipments = {
		mechanized_equipment_3
	}
	mechanized = {
		soft_attack = 0.15
		hard_attack = 0.15
	}
	mot_fire_support = {
		breakthrough = 0.1
		soft_attack = 0.05
	}
	research_cost = 3
	start_year = 1944
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1944
		}
	}
	categories = {
		motorized_equipment mio_cat_tech_all_motorized_mechanized infantry_tech cat_mechanized_equipment
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_227
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_227 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_227
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 227
		states = {
			227
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Character
Component: BEL_prudent_nuyten
Constructs: has_dlc, is_hired_as_advisor
Source: game
File: common/characters/BEL.txt

Code:
BEL_prudent_nuyten = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_prudent_nuyten
			allowed = {
				original_tag = BEL
			}
			available = {
				BEL_albert_deveze = {
					is_hired_as_advisor = no
				}
			}
			traits = {
				BEL_minister_of_national_defence_nuyten
			}
		} {
			slot = army_chief
			idea_token = BEL_prudent_nuyten
			ledger = army
			allowed = {
				original_tag = BEL
			}
			available = {
				BEL_albert_deveze = {
					is_hired_as_advisor = no
				}
			}
			traits = {
				army_chief_entrenchment_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_prudent_nuyten
		portraits = {
			army = {
				small = GFX_portrait_BEL_prudent_nuyten_small
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_request_assistance_in_the_war
Constructs: prerequisite, limit, has_government, every_country, has_war_with, completion_reward, has_civil_war, is_subject_of
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_request_assistance_in_the_war
	icon = GFX_focus_generic_monarchy_2
	relative_position_id = CHL_crown_antoine_as_sovereign_king
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_crown_antoine_as_sovereign_king
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2.5
	}
	available = {
		has_government = neutrality
		has_civil_war = yes
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = CHL_request_assistance_in_the_war_tt
		every_country = {
			limit = {
				NOT = {
					OR = {
						has_government = communism democratic
					}
				} {
					OR = {
						tag = ROOT SPC
						has_war_with = ROOT
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
				OR = {
					original_tag = GER FRA ITA SPR POR ENG HOL YUG JAP
				}
			}
			country_event = {
				id = CHL_political_events.78
				days = 1
			}
		}
	}
}
### Entity: Character
Component: ICE_transportation_enthusiast
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
ICE_transportation_enthusiast = {
	equipment_bonus = {
		train_equipment = {
			instant = yes
			build_cost_ic = -0.15
		}
	} {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.15
		}
	}
}
### Entity: Scripted Effect
Component: BUL_zveno_medium_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_zveno_medium_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_zveno_tt BUL_medium_loyalty_increase_tt
	add_to_variable = {
		BUL_zveno_loyalty = BUL_faction_medium_increase
	}
	clamp_variable = {
		var = BUL_zveno_loyalty
		min = 0
		max = 100
	}
}
### Entity: Modifier Reference
Component: r56_german_minority_placated
Constructs: remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/DEN.txt

Code:
r56_german_minority_placated = {
	icon = GFX_modifier_german
	remove_trigger = {
		NOT = {
			is_controlled_by = DEN
		}
	}
	local_manpower = 0.1
	state_production_speed_buildings_factor = 0.05
}
### Entity: Character
Component: BRM_ne_win
Source: game
File: common/characters/BRM.txt

Code:
BRM_ne_win = {
	name = BRM_ne_win
	portraits = {
		civilian = {
			large = GFX_portrait_BRM_ne_win
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			burmese_way_to_socialism_trait
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: mtg_netherlands.12
Constructs: is_triggered_only, ai_chance, add_offsite_building, set_country_flag
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.12
	title = mtg_netherlands.12.t
	desc = mtg_netherlands.12.d
	picture = GFX_report_event_japan_europe_pact
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.12.a
		effect_tooltip = {
			transfer_state = 672 335 334 673 667
			FROM = {
				add_offsite_building = {
					type = arms_factory
					level = 6
				}
			}
		}
		FROM = {
			country_event = {
				id = mtg_netherlands.23
			}
		}
	} {
		name = mtg_netherlands.12.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			set_country_flag = HOL_jap_rejected_control
			country_event = {
				id = mtg_netherlands.25
			}
		}
	}
}
### Entity: Idea
Component: BALTIC_RAF
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_RAF = {
	allowed = {
		OR = {
			original_TAG = LAT LIT EST
		}
		has_dlc = No Step Back
	}
	picture = generic_air_manufacturer_2
	available = {
		has_completed_focus = BALTIC_british_designers
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		consumer_goods_factor = 0.02
	}
}
### Entity: Unit Template
Component: SAX_ARM_01
Source: game
File: common/units/names_divisions/SAX_names_divisions.txt

Code:
SAX_ARM_01 = {
	name = Armored Divisions
	for_countries = {
		SAX
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Reserve-Panzer-Division
	ordered = {
		1 = {
			%d. Panzer-Division
		}
		3 = {
			%d. Panzer-Division
		}
		4 = {
			%d. Panzer-Division
		}
		5 = {
			%d. Panzer-Division
		}
		6 = {
			%d. Panzer-Division
		}
		7 = {
			%d. Panzer-Division
		}
		8 = {
			%d. Panzer-Division
		}
		9 = {
			%d. Panzer-Division
		}
		10 = {
			%d. Panzer-Division
		}
		11 = {
			%d. Panzer-Division
		}
		14 = {
			%d. Panzer-Division
		}
		12 = {
			%d. Panzer-Division
		}
		13 = {
			%d. Panzer-Division
		}
		15 = {
			%d. Panzer-Division
		}
		16 = {
			%d. Panzer-Division
		}
		17 = {
			%d. Panzer-Division
		}
		18 = {
			%d. Panzer-Division
		}
		19 = {
			%d. Panzer-Division
		}
		20 = {
			%d. Panzer-Division
		}
		22 = {
			%d. Panzer-Division
		}
		23 = {
			%d. Panzer-Division
		}
		24 = {
			%d. Panzer-Division
		}
		25 = {
			%d. Panzer-Division
		}
		26 = {
			%d. Panzer-Division
		}
		27 = {
			%d. Panzer-Division
		}
		178 = {
			%d. Reserve-Panzer-Division
		}
		179 = {
			%d. Reserve-Panzer-Division
		}
		155 = {
			%d. Reserve-Panzer-Division
		}
		233 = {
			%d. Reserve-Panzer-Division
		}
	}
}
### Entity: Scripted Effect
Component: TUR_fundamentalist_influenced_random_state_effect
Constructs: limit, random_owned_state, has_state_flag, has_dynamic_modifier, save_event_target_as, add_dynamic_modifier, clr_state_flag
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_fundamentalist_influenced_random_state_effect = {
	custom_effect_tooltip = TUR_fundamentalist_influenced_state_effect_tt
	hidden_effect = {
		random_owned_state = {
			limit = {
				AND = {
					has_state_flag = TUR_ideological_battleground_state
					NOT = {
						OR = {
							has_dynamic_modifier = {
								modifier = kemalist_loyalties
							} {
								modifier = kemalist_schemers
							} {
								modifier = islamist_opposition
							} {
								modifier = islamist_sedition
							} {
								modifier = islamist_insurgency
							} {
								modifier = islamists_placated
							}
						}
					}
				}
			}
			save_event_target_as = TUR_fundamentalist_state_event_target
		}
		event_target:TUR_fundamentalist_state_event_target = {
			add_dynamic_modifier = {
				modifier = islamist_opposition
			}
			clr_state_flag = TUR_ideological_battleground_state
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_the_political_question
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_the_political_question
	icon = GFX_goal_generic_crisis
	prerequisite = {
		focus = PAL_qadir
	}
	x = 1
	y = 1
	relative_position_id = PAL_qadir
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		country_event = palestine.22
		add_political_power = 75
		add_stability = 0.05
	}
}
### Entity: Idea
Component: idea_RAJ_thunder_elephants_no_gdr
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_thunder_elephants_no_gdr = {
	picture = generic_acquire_tanks
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.2
			reliability = 0.1
			instant = yes
		}
	}
}