Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_industrial_cities
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_idea, complete_tooltip, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_industrial_cities
	icon = GFX_goal_communist_factory
	prerequisite = {
		focus = SOV_urbanization
	} {
		focus = SOV_Develop_Oil_Concern
	}
	x = 1
	y = 4
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		NOT = {
			has_idea = SOV_widespread_outbreaks
		}
	}
	available_if_capitulated = yes
	complete_tooltip = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 4
			set_state_flag = SOV_Industrial_cities_1
		} {
			add_extra_state_shared_building_slots = 4
			set_state_flag = SOV_Industrial_cities_2
		} {
			add_extra_state_shared_building_slots = 4
			set_state_flag = SOV_Industrial_cities_3
		} {
			add_extra_state_shared_building_slots = 4
			set_state_flag = SOV_Industrial_cities_4
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		random_owned_controlled_state = {
			prioritize = {
				398
			}
			add_extra_state_shared_building_slots = 4
			set_state_flag = SOV_Industrial_cities_1
		} {
			prioritize = {
				578
			}
			add_extra_state_shared_building_slots = 4
			set_state_flag = SOV_Industrial_cities_2
		} {
			prioritize = {
				137
			}
			add_extra_state_shared_building_slots = 4
			set_state_flag = SOV_Industrial_cities_3
		} {
			prioritize = {
				263
			}
			add_extra_state_shared_building_slots = 4
			set_state_flag = SOV_Industrial_cities_4
		}
		if = {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 120
		} {
			idea = SOV_revolutionized_industry_2
			days = 120
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Construct: naval_strike
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_strike

* Number with 0 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Event
Component: turkey.107
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, random_hours
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.107
	title = turkey.107.t
	desc = turkey.107.d
	picture = GFX_report_event_german_turkish_pact
	is_triggered_only = yes
	option = {
		name = turkey.107.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = TUR_GER_friendship_trade
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
		}
		FROM = {
			country_event = {
				id = turkey.108
				hours = 4
				random_hours = 2
			}
		}
	} {
		name = turkey.107.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = turkey.109
				hours = 4
				random_hours = 2
			}
		}
	}
}
### Entity: Character
Component: SEN_awt
Source: game
File: common/characters/SEN.txt

Code:
SEN_awt = {
	advisor = {
		slot = theorist
		idea_token = SEN_awt
		ledger = air
		allowed = {
			original_tag = SEN
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_navy
Constructs: has_war, limit, add_ideas, remove_ideas, completion_reward, has_civil_war, is_controlled_by, random_owned_controlled_state
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_navy
	icon = GFX_goal_continuous_naval_production
	x = 4
	y = 0
	cost = 10
	ai_will_do = {
		base = 10
		modifier = {
			OR = {
				has_war = yes
				has_civil_war = yes
			}
			factor = 4
		}
	}
	available = {
		110 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				110
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		add_ideas = NOR_dockyard_investments
		if = {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_1
			}
			remove_ideas = NOR_aftermath_of_the_depression_1
		} {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_2
			}
			swap_ideas = {
				remove_idea = NOR_aftermath_of_the_depression_2
				add_idea = NOR_aftermath_of_the_depression_1
			}
		} {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_3
			}
			swap_ideas = {
				remove_idea = NOR_aftermath_of_the_depression_3
				add_idea = NOR_aftermath_of_the_depression_2
			}
		}
		navy_experience = 25
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Idea
Component: PHI_philippine_oil_development_company
Constructs: research_bonus
Source: game
File: common/ideas/philipines.txt

Code:
PHI_philippine_oil_development_company = {
	allowed = {
		original_tag = PHI
	}
	picture = generic_refining_concern_1
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
}
### Entity: Faction
Component: faction_manifest_islamic_brotherhood
Constructs: is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_islamic_brotherhood = {
	name = islamic_brotherhood_goal_name
	description = islamic_brotherhood_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:all_islamic_countries
		completed_amount_collection = collection:islamic_faction_members
		scale = {
			political_power_factor = 0.1
			army_core_defence_factor = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					army_core_attack_factor = 0.1
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_HSPAA_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_HSPAA_tech_focus = {
	date = > 1936.2.1
	always = no
}
### Entity: Event
Component: tdlra.6
Constructs: is_triggered_only
Source: game
File: events/r56_netherlands.txt

Code:
country_event = {
	id = tdlra.6
	title = tdlra.6.t
	desc = tdlra.6.d
	picture = GFX_news_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = tdlra.3.a
	}
}
### Entity: Scripted Trigger
Component: WTT_has_politcal_support_points_17
Constructs: has_politcal_support_points_17, check_variable
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_has_politcal_support_points_17 = {
	custom_trigger_tooltip = {
		tooltip = has_politcal_support_points_17
		check_variable = {
			total_political_support_points = > 16
		}
	}
}
### Entity: Unit Template
Component: ISR_MEC_01
Source: game
File: common/units/names_divisions/ISR_names_divisions.txt

Code:
ISR_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		ISR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		ISR_INF_01
	}
	fallback_name = %dth Israeli Infantry Division
	ordered = {
		1 = {
			%dst Israeli Infantry Division
		}
		2 = {
			%dnd Israeli Infantry Division
		}
		3 = {
			%drd Israeli Infantry Division
		}
		4 = {
			%dth Israeli Infantry Division
		}
		5 = {
			%dth Israeli Infantry Division
		}
		6 = {
			%dth Israeli Infantry Division
		}
		7 = {
			%dth Israeli Infantry Division
		}
		8 = {
			%dth Israeli Infantry Division
		}
		9 = {
			%dth Israeli Infantry Division
		}
		10 = {
			%dth Israeli Infantry Division
		}
		11 = {
			%dth Israeli Infantry Division
		}
		12 = {
			%dth Israeli Infantry Division
		}
		13 = {
			%dth Israeli Infantry Division
		}
		14 = {
			%dth Israeli Infantry Division
		}
		15 = {
			%dth Israeli Infantry Division
		}
		16 = {
			%dth Israeli Infantry Division
		}
		17 = {
			%dth Israeli Infantry Division
		}
		18 = {
			%dth Israeli Infantry Division
		}
		19 = {
			%dth Israeli Infantry Division
		}
		20 = {
			%dth Israeli Infantry Division
		}
		21 = {
			%dst Israeli Infantry Division
		}
		22 = {
			%dnd Israeli Infantry Division
		}
		23 = {
			%drd Israeli Infantry Division
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_reinforce_the_beijing_garrison
Constructs: has_completed_focus, prerequisite, limit, has_war_with, has_country_flag, completion_reward, is_subject, is_ally_with
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_reinforce_the_beijing_garrison
	icon = GFX_focus_JAP_reinforce_the_east_hebei_garrisons
	x = 2
	y = 1
	relative_position_id = JAP_revisit_the_thirteen_demands
	prerequisite = {
		focus = JAP_revisit_the_thirteen_demands
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = CHI
			is_ally_with = CHI
		}
		OR = {
			NOT = {
				has_completed_focus = JAP_ensure_temporary_peace_with_china
			}
			AND = {
				has_country_flag = {
					flag = JAP_chinese_japanese_neutrality_pact_flag
					days = > 365
				}
				custom_trigger_tooltip = {
					tooltip = JAG_chinese_neutality_pact_focus_days_tt
					has_country_flag = {
						flag = JAP_chinese_japanese_neutrality_pact_flag
						days = > 365
					}
				}
			}
		}
	}
	bypass = {
		OR = {
			AND = {
				608 = {
					NOT = {
						is_controlled_by = CHI PRC SHX SND HBC XIC
					}
				}
				597 = {
					NOT = {
						is_controlled_by = CHI PRC SHX SND HBC XIC
					}
				}
				614 = {
					NOT = {
						is_controlled_by = CHI PRC SHX SND HBC XIC
					}
				}
			}
			has_war_with = CHI
			has_subject = CHI
		}
	}
	will_lead_to_war_with = CHI SHX HBC SND XIC
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_manpower = 15000
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				609 = {
					air_base = < 9
				}
			}
			609 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				609 = {
					free_building_slots = {
						building = supply_node
						size = > 0
						province = 1052
					}
				}
			}
			609 = {
				add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					province = 1052
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_active_mission = JAP_kwantung_army_impatience
				}
			}
			IF = {
				limit = {
					CHI = {
						OR = {
							controls_state = 608 597 614 743
						}
					}
				}
				CHI = {
					country_event = {
						id = china.1
						days = 1
						random_days = 3
					}
				}
			}
			ELSE_IF = {
				limit = {
					PRC = {
						AND
# ... (truncated)
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_northeast_aviation_university_sea
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus, add_doctrine_cost_reduction, add_mastery_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_northeast_aviation_university_sea
	icon = GFX_focus_PRC_the_northeast_aviation_university_sea
	prerequisite = {
		focus = PRC_appoint_chang_qiankun
	}
	x = 0
	y = 1
	relative_position_id = PRC_appoint_chang_qiankun
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_tech_bonus = {
			name = PRC_the_northeast_aviation_university_sea
			bonus = 0.25
			uses = 4
			category = air_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = PRC_the_northeast_aviation_university_sea
			cost_reduction = 0.25
			uses = 2
			category = air_doctrine
		}
		add_mastery_bonus = {
			bonus = 0.2
			days = 365
			name = PRC_the_northeast_aviation_university_sea
			folder = air
		}
	}
}
### Entity: State History
Component: 364
Constructs: add_core_of
Source: game
File: history/states/364-South Carolina.txt

Code:
state = {
	id = 364
	name = STATE_364
	manpower = 1738764
	state_category = city
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			7202 = {
				naval_base = 2
			}
		}
		add_core_of = USA
		victory_points = {
			7202 1
		}
	}
	provinces = {
		1485 1547 3994 4491 4653 7012 7134 7202 7527 10029 10047 11927
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: MEX_tga
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_tga = {
	cost = 75
	allowed = {
		original_tag = MEX
	}
	available = {
		has_completed_focus = MEX_focus_tank_workshops
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer
	}
}
### Entity: Trigger Reference
Construct: or
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## or

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

```
at least one entry inside trigger must be true
```
### Entity: Order of Battle
Component: air_wing_226
Source: game
File: history/units/UKR_1936_air_legacy.txt

Code:
air_wings = {
	226 = {
		fighter_equipment_0 = {
			owner = POL
			amount = 45
		}
	}
}
### Entity: Idea
Component: PRC_connecting_the_country_idea
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_connecting_the_country_idea = {
	picture = generic_train_tracks
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		production_speed_rail_way_factor = 0.25
		production_speed_supply_node_factor = 0.1
	}
}
### Entity: Character
Component: SPR_ignacio_hidalgo_de_cisneros
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_ignacio_hidalgo_de_cisneros = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_ignacio_hidalgo_de_cisneros
		portraits = {
			army = {
				small = GFX_idea_SPR_ignacio_hidalgo_de_cisneros
			}
		}
		advisor = {
			slot = air_chief
			idea_token = SPR_ignacio_hidalgo_de_cisneros
			ledger = air
			allowed = {
				has_dlc = La Resistance
				original_tag = SPR
			}
			visible = {
				NOT = {
					tag = SPA SPB
				}
			}
			available = {
				NOT = {
					has_completed_focus = SPR_masters_of_our_own_fate
				}
				custom_trigger_tooltip = {
					tooltip = SPR_not_nationalist_spain_tt
					NOT = {
						tag = SPA
					}
				}
			}
			traits = {
				air_chief_safety_2
			}
			cost = 100
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_ignacio_hidalgo_cisneros
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_1
			}
		}
		advisor = {
			slot = air_chief
			idea_token = SPR_ignacio_hidalgo_cisneros
			name = SPR_ignacio_hidalgo_cisneros
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				NOT = {
					has_government = fascism
				}
			}
			available = {
				NOT = {
					has_government = fascism
				}
			}
			traits = {
				air_chief_safety_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Character
Component: ETH_random_general_5
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_general_5 = {
	portraits = {
		army = {
			large = GFX_portrait_ETH_generic_male_3
			small = GFX_portrait_ETH_generic_male_3_small
		}
	}
	corps_commander = {
		traits = {
			trait_cautious
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
		visible = {
			has_character_flag = ETH_visible_random_general_flag
		}
	}
}
### Entity: Modifier Reference
Construct: tech_air_damage_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## tech_air_damage_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: National Focus
Tree: ger_focus
Component: GER_the_peoples_victory
Constructs: prerequisite, limit, has_government, has_country_flag, add_stability, completion_reward, add_political_power, set_cosmetic_tag
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_peoples_victory
	icon = GFX_focus_GER_the_peoples_victory
	prerequisite = {
		focus = GER_start_the_proletarian_revolution
	}
	x = 0
	y = 3
	relative_position_id = GER_start_the_proletarian_revolution
	cost = 5
	available = {
		communism = > 0.5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		hidden_effect = {
			set_cosmetic_tag = GER_communism
		}
		every_controlled_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = GER_proletariat_uprising_modifier
				}
			}
			remove_dynamic_modifier = {
				modifier = GER_proletariat_uprising_modifier
			}
		}
		add_stability = 0.05
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = no
				last_election = 1933.3.5
				election_frequency = 48
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		IF = {
			limit = {
				has_country_flag = GER_thalmann_freed_from_prison_flag
			}
			GER_ernst_thalmann = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = leninism
						expire = 1965.1.1
						traits = {
							NOR_stern_communist
						}
					}
				}
			}
		}
		ELSE = {
			GER_walter_ulbricht = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = stalinism
						expire = 1965.1.1
						traits = {
							GER_inflexible_communist_organizer
						}
					}
				}
			}
		}
		add_named_threat = {
			threat = 5
			name = GER_the_peoples_victory
		}
	}
}
### Entity: State History
Component: 180
Constructs: add_core_of
Source: game
File: history/states/180-Porto.txt

Code:
state = {
	id = 180
	name = STATE_180
	manpower = 1904600
	resources = {
		coal = 2
	}
	state_category = large_town
	history = {
		owner = POR
		victory_points = {
			9817 10
		} {
			11673 5
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			dockyard = 1
			9817 = {
				naval_base = 3
			}
		}
		add_core_of = POR
	}
	provinces = {
		724 877 3892 6921 6941 9817 11673
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: por_focus
Component: POR_silence_militant_revolutionaries
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_popularity, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_silence_militant_revolutionaries
	prerequisite = {
		focus = POR_extend_PVDE_security_duties
	} {
		focus = POR_cooperation_with_the_armed_forces
	}
	icon = GFX_focus_BRA_cohen_plan
	cost = 10
	ai_will_do = {
		base = 99
	}
	x = 1
	y = 1
	relative_position_id = POR_extend_PVDE_security_duties
	available_if_capitulated = yes
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		if = {
			limit = {
				has_idea = POR_disgruntled_republicans
			}
			swap_ideas = {
				remove_idea = POR_disgruntled_republicans
				add_idea = POR_disgruntled_republicans2
			}
		}
		else_if = {
			limit = {
				has_idea = POR_disgruntled_republicans2
			}
			swap_ideas = {
				remove_idea = POR_disgruntled_republicans2
				add_idea = POR_disgruntled_republicans3
			}
		}
		else = {
			remove_ideas = POR_disgruntled_republicans3
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_timed_idea = {
				idea = POR_ligering_republican_unrest
				days = 180
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: new_ger.65
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, add_political_power, add_timed_idea, is_core_of
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.65
	title = new_ger.65.t
	desc = new_ger.65.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.65.a
		add_political_power = 25 -25
		add_timed_idea = {
			idea = GER_eupen_payments_bel
			days = 365
		}
		hidden_effect = {
			GER = {
				add_timed_idea = {
					idea = GER_eupen_payments_ger
					days = 365
				}
			}
		} {
			FROM = {
				country_event = new_ger.66
			}
		}
		965 = {
			transfer_state_to = FROM
		}
		IF = {
			limit = {
				965 = {
					is_core_of = ROOT
				}
			}
			965 = {
				remove_core_of = ROOT
			}
		}
		add_popularity = {
			ideology = FROM
			popularity = -0.05
		}
		add_stability = 0.05
		ai_chance = {
			base = 3
			modifier = {
				factor = 0.25
				has_government = fascism
			}
		}
	} {
		name = new_ger.65.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = new_ger.67
		}
	}
}
### Entity: Decision
Component: RUT_national_unification
Source: game
File: common/decisions/categories/RUT_decision_categories.txt

Code:
RUT_national_unification = {
	icon = generic_independence
	picture = GFX_decision_cat_LAT_mobilization_plans
	allowed = {
		original_tag = RUT
	}
}
### Entity: Unit Leader
Component: 1
Source: game
File: common/unit_leader/00_logistics_skills.txt

Code:
1 = {
	cost = 100
	type = field_marshal
	modifier = {
		supply_consumption_factor = -0.025
	}
}
### Entity: Event
Component: SEA_PHI_political_events.7
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once, add_manpower
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.7
	title = SEA_PHI_political_events.7.t
	desc = SEA_PHI_political_events.7.desc
	picture = GFX_report_event_generic_factory
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.7.a
		add_manpower = -5000
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -2500
			producer = PHI
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_pressure_portugal_to_join
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_subject_of, has_capitulated, is_in_faction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_pressure_portugal_to_join
	icon = GFX_focus_generic_befriend_portugal
	prerequisite = {
		focus = TUR_entice_the_greeks TUR_carve_up_greece
	}
	x = -1
	y = 1
	relative_position_id = TUR_entice_the_greeks
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		POR = {
			OR = {
				is_in_faction_with = TUR
				is_subject_of = TUR
				exists = no
				has_capitulated = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		POR = {
			if = {
				limit = {
					ROOT = {
						is_in_faction = yes
					}
				}
				country_event = generic.5
			}
			else = {
				custom_effect_tooltip = invite_to_faction_tt
			}
		}
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_XSM
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_XSM = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = XSM
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}