Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_italy_interaction_events.71
Constructs: is_triggered_only, release_puppet_on_controlled, set_popularities, set_politics, load_focus_tree, add_to_temp_variable, is_ai, annex_country
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.71
	title = BBA_italy_interaction_events.71.t
	desc = BBA_italy_interaction_events.71.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.71.a
		FROM = {
			release_puppet_on_controlled = ROOT
		}
		ROOT = {
			hidden_effect = {
				set_popularities = {
					democratic = FROM.party_popularity_100@democratic
					neutrality = FROM.party_popularity_100@neutrality
					fascism = FROM.party_popularity_100@fascism
					communism = FROM.party_popularity_100@communism
				}
			}
			set_politics = {
				ruling_party = FROM
			}
		}
		custom_effect_tooltip = ITA_create_puppet_tt
		hidden_effect = {
			load_focus_tree = generic_focus
			add_to_temp_variable = {
				FROM.ITA_pp_from_releasing_colonies = 15
			}
		}
	} {
		name = BBA_italy_interaction_events.71.b
		trigger = {
			is_ai = no
		}
		custom_effect_tooltip = GAME_OVER_TT
		hidden_effect = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = no
				}
			} {
				country_event = {
					id = BBA_italy_interaction_events.73
					hours = 1
				}
			}
			add_to_temp_variable = {
				FROM.ITA_pp_from_releasing_colonies = 15
			}
		}
	}
}
### Entity: Idea
Component: GER_bismarckjugend_idea
Constructs: has_government, removal_cost, conscription_factor, neutrality_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_bismarckjugend_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = GER_bismarckjugend
	modifier = {
		conscription = 0.002
		conscription_factor = 0.05
		neutrality_drift = 0.02
	}
}
### Entity: Event
Component: palestine.40
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.40
	picture = GFX_report_event_long_march
	title = palestine.40.t
	desc = palestine.40.d
	is_triggered_only = yes
	option = {
		name = palestine.40.a
		ai_chance = {
			base = 50
		}
		add_political_power = 200
		add_stability = -0.1
		PAL = {
			country_event = palestine.41
		}
	} {
		name = palestine.40.b
		ai_chance = {
			base = 50
		}
		add_political_power = -75
		PAL = {
			country_event = palestine.42
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: Kongelige Norske Marine
Source: game
File: history/units/NOR_1936_naval_legacy.txt

Code:
fleet = {
	name = Kongelige Norske Marine
	naval_base = 9296
	task_force = {
		name = 1. Sjøforsvarsdistrikt
		location = 9296
		ship = {
			name = HNoMS Harald Haarfagre
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS Tordenskjold
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS A2
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS A3
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS A4
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS B2
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS B4
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS B5
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = NOR
				}
			}
		}
	} {
		name = 2. Sjøforsvarsdistrikt
		location = 122
		ship = {
			name = HNoMS Draug
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS Troll
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS Garm
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = NOR
				}
			}
		}
	} {
		name = 3. Sjøforsvarsdistrikt
		location = 11050
		ship = {
			name = HNoMS Norge
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS Eidsvold
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS B1
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = NOR
				}
			}
		} {
			name = HNoMS B3
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = NOR
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_consolidated_politics
Constructs: stability_factor, removal_cost, has_country_leader, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_consolidated_politics = {
	removal_cost = -1
	picture = SPR_masters_of_our_own_fate
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		political_power_factor = 0.15
		stability_factor = 0.025
		drift_defence_factor = 0.1
		neutrality_drift = 0.01
		surrender_limit = 0.05
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.58
Constructs: is_triggered_only, ai_chance, send_embargo
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.58
	title = BBA_ethiopia_communist_events.58.t
	desc = BBA_ethiopia_communist_events.58.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	option = {
		name = BBA_ethiopia_communist_events.58.a
		ai_chance = {
			base = 5
		}
	} {
		name = BBA_ethiopia_communist_events.58.b
		ai_chance = {
			base = 10
		}
		send_embargo = ETH
		FROM = {
			country_event = {
				id = BBA_ethiopia_communist_events.59
				days = 7
			}
		}
	}
}
### Entity: AI Strategy
Component: AST_alternate_democratic
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/AST_alternate_strategy_plan.txt

Code:
AST_alternate_democratic = {
	name = Australia does it alone!
	desc = 
	allowed = {
		original_tag = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	enable = {
		OR = {
			has_country_flag = AST_AI_RANDOM_DEMOCRATIC_ALTERNATE
			has_game_rule = {
				rule = AST_ai_behavior
				option = DEMOCRATIC_ALTERNATE
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		AST_standard_gauge_railway AST_industries_assistance_corporation AST_western_australian_government_railways AST_south_australian_housing_trust AST_additional_militia_training AST_royal_australian_artillery AST_department_of_supply_and_development AST_expand_lithgow_small_arms_factory AST_expand_the_northern_railway AST_cockatoo_island_shipyards AST_kangaroo_point_shipyards AST_daimler_dingo AST_promote_reservists AST_expand_the_raaf AST_cac_woomera AST_never_another_gallipoli AST_protect_the_homeland AST_sever_ties_with_uk AST_establish_advisory_war_council AST_national_security_act AST_army_inventions_directorate AST_civil_construction_corps AST_allied_works_council AST_swpa_protector AST_volunteer_defence_corps AST_specialize_equipment AST_woo_usa AST_hmas_assault AST_invest_in_victory AST_the_south_west_pacific_initiative AST_cac_boomerang AST_rationing_and_recycling AST_squash_the_squanderbugs AST_introduce_unconventional_warfare AST_sentinel_tank_project AST_citizen_military_forces AST_classify_aliens AST_fight_work_or_perish AST_fly_the_jolly_roger AST_expand_northern_presence AST_scrap_iron_flotilla AST_naval_auxiliary_patrol AST_pacific_area_navy AST_cruisers AST_royal_australian_submarine_service AST_airborne_defence AST_australian_army_catering_corps AST_australian_arms_production AST_naval_bombers AST_death_from_down_under AST_dominate_the_skies AST_uranium_mining AST_z_special_unit AST_m_special_unit
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		dd_tech = 5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Event
Component: egypt.48
Constructs: is_triggered_only, limit, remove_ideas, has_government, fire_only_once, has_idea, set_party_name, add_country_leader_role
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.48
	picture = GFX_report_event_EGY_free_officers_coup
	title = egypt.48.t
	desc = egypt.48.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.48.a
		remove_ideas = EGY_dissatisfied_military
		if = {
			limit = {
				has_idea = EGY_egyptian_non_alligment
			}
			remove_ideas = EGY_egyptian_non_alligment
		}
		set_party_name = {
			ideology = neutrality
			long_name = Al-Ittihâd al-Kawmi
			name = Al-Ittihâd al-Kawmi
		}
		add_country_leader_role = {
			character = EGY_gamal_abdel_nasser
			promote_leader = yes
			country_leader = {
				ideology = arab_socialism
				expire = 1965.1.1.1
				traits = {
					r56_trait_opposed_to_fascism
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_government = neutrality
					}
				}
				set_politics = {
					ruling_party = neutrality
					elections_allowed = no
					last_election = 1935.12.17
					election_frequency = 48
				}
			}
			set_cosmetic_tag = EGY_neutrality_nasser
		}
	}
}
### Entity: Decision
Component: SWE_defensive_militias_category
Constructs: division_template, add_equipment_to_stockpile, has_war, fire_only_once, add_political_power, has_equipment, is_core_of, is_owned_and_controlled_by
Source: game
File: common/decisions/r56_SWE.txt

Code:
SWE_defensive_militias_category = {
	SWE_prepare_militias = {
		visible = {
			has_war = no
			has_equipment = {
				infantry_equipment = > 749
			}
		}
		state_target = yes
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_owned_and_controlled_by = ROOT
				state_population_k = > 200
			}
		}
		fire_only_once = yes
		custom_cost_text = r56_15_command_power_cost
		custom_cost_trigger = {
			command_power = > 15
		}
		complete_effect = {
			add_command_power = -15
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -350
				producer = SWE
			}
		}
		days_remove = 14
		on_map_mode = map_only
		remove_effect = {
			FROM = {
				set_state_flag = prepared_defensive_militia
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
	SWE_raise_militia = {
		available = {
			has_defensive_war = yes
		}
		custom_cost_trigger = {
			command_power = > 5
			has_political_power = > 5
		}
		complete_effect = {
			add_command_power = -5
			add_political_power = -5
		}
		custom_cost_text = decision_cost_CP_5_pp_5
		state_target = yes
		target_trigger = {
			FROM = {
				is_core_of = ROOT
				is_owned_and_controlled_by = ROOT
				NOT = {
					is_fully_controlled_by = ROOT
				}
				has_state_flag = prepared_defensive_militia
			}
		}
		fire_only_once = yes
		days_remove = 5
		on_map_mode = map_only
		remove_effect = {
			division_template = {
				name = Försvars Milis
				division_names_group = SWE_GAR_01
				is_locked = no
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
					garrison = {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					}
				}
			}
			FROM = {
				create_unit = {
					division = division_template = "Försvars Milis" start_experience_factor = 0 start_equipment_factor = 1
					owner = SWE
				}
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
}
### Entity: Character
Component: moderniser
Constructs: research_speed_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
moderniser = {
	random = yes
	sprite = 13
	research_speed_factor = 0.025
}
### Entity: Modifier Reference
Component: CHL_navy_modifier
Constructs: refit_speed, screening_efficiency
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
CHL_navy_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_CHL_armada_de_chile
	experience_gain_navy = JUNO_navy_experience_gain_navy_factor
	mines_planting_by_fleets_factor = JUNO_navy_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = JUNO_navy_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = JUNO_navy_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = JUNO_navy_convoy_retreat_speed
	refit_speed = JUNO_navy_refit_speed
	spotting_chance = JUNO_navy_spotting_chance
	repair_speed_factor = JUNO_navy_repair_speed_factor
	production_speed_dockyard_factor = JUNO_navy_production_speed_dockyard_factor
	industrial_capacity_dockyard = JUNO_navy_industrial_capacity_dockyard
	extra_marine_supply_grace = JUNO_navy_extra_marine_supply_grace
	naval_invasion_capacity = JUNO_navy_naval_invasion_capacity
	naval_mines_effect_reduction = JUNO_navy_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = JUNO_navy_experience_gain_navy_unit_factor
	naval_coordination = JUNO_navy_naval_coordination
	naval_equipment_upgrade_xp_cost = JUNO_navy_naval_equipment_upgrade_xp_cost
	naval_morale_factor = JUNO_naval_morale_factor
	screening_efficiency = JUNO_screening_efficiency
	convoy_escort_efficiency = JUNO_convoy_escort_efficiency
	navy_capital_ship_defence_factor = JUNO_navy_capital_ship_defence_factor
	naval_accidents_chance = JUNO_naval_accidents_chance
	navy_screen_defence_factor = JUNO_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = JUNO_modifier_production_speed_coastal_bunker_factor
}
### Entity: Event
Component: prc.41
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, remove_from_faction, add_ai_strategy
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.41
	title = prc.41.t
	desc = prc.41.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			remove_from_faction = PRC
			add_ai_strategy = {
				id = PRC
				type = alliance
				value = -1000
			}
			PRC = {
				add_ai_strategy = {
					id = SOV
					type = alliance
					value = -1000
				}
			}
		}
	}
	option = {
		name = prc.40.a
		effect_tooltip = {
			remove_from_faction = PRC
		}
		add_political_power = -10
		add_opinion_modifier = {
			modifier = prc_no_coop
			target = PRC
		}
		PRC = {
			add_opinion_modifier = {
				modifier = prc_no_coop
				target = SOV
			}
		}
		SIK = {
			country_event = {
				id = prc.44
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.13
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, add_popularity, set_party_name, set_global_flag
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.13
	title = CHL_political_events.13.t
	desc = CHL_political_events.13.desc
	picture = GFX_report_event_fascists_posing
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.13.a
		ai_chance = {
			base = 100
		}
		add_political_power = 75
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = -0.15
		}
		CHL_anarchic_society_level_down = yes
		set_party_name = {
			ideology = fascism
			long_name = CHL_popular_socialist_vanguard_long
			name = CHL_popular_socialist_vanguard
		}
		hidden_effect = {
			set_global_flag = nacista_coup_attempt_happened
		}
	}
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_civilian_cabinet
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_civilian_cabinet = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_civilian_cabinet_modifier
				}
			}
		}
		custom_effect_tooltip = JAP_add_civilian_cabinet_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_civilian_cabinet_modifier
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = JAP_modify_civilian_cabinet_modifier_tt
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_common_ground
Constructs: has_completed_focus, prerequisite, limit, add_ideas, add_stability, completion_reward, add_political_power, has_dlc
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_common_ground
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = ITA_the_popular_front ITA_italian_socialism
	}
	x = 4
	y = 1
	relative_position_id = ITA_the_popular_front
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		if = {
			limit = {
				has_completed_focus = ITA_the_popular_front
			}
			custom_effect_tooltip = available_political_advisor available_chief_of_army
			show_ideas_tooltip = ITA_guido_de_ruggiero ITA_alberto_tarchiani ITA_luigi_einaudi ITA_giovanni_duca
		} {
			limit = {
				has_completed_focus = ITA_the_popular_front
			}
			ITA_bop_medium_increase_democratic_side_effect = yes
		} {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = ITA_socialist_cooperation
			ITA_create_maurizio_giglio_operative = yes
		}
		else_if = {
			limit = {
				has_completed_focus = ITA_italian_socialism
			}
			custom_effect_tooltip = available_political_advisor available_military_high_command
			show_ideas_tooltip = ITA_luigi_einaudi ITA_alcide_de_gasperi ITA_mario_scelba ITA_vittorio_emanuele_orlando ITA_antonio_pesenti ITA_fausto_gullo ITA_luigi_longo ITA_randolfo_pacciardi
		} {
			limit = {
				has_completed_focus = ITA_italian_socialism
			}
			ITA_bop_medium_increase_communism_side_effect = yes
		}
		else = {
			custom_effect_tooltip = ITA_common_ground_advisors_tt
		} {
			custom_effect_tooltip = ITA_common_ground_bop_tt
		}
		unlock_decision_tooltip = ITA_bop_concesions_to_the_bourgeoisie
	}
}
### Entity: Event
Component: CHL_political_events.78
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, add_relation_modifier, add_relation_rule_override
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.78
	title = CHL_political_events.78.t
	desc = CHL_political_events.78.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.78.a
		ai_chance = {
			base = 50
		}
		add_political_power = 25
		add_war_support = 0.02
		add_relation_modifier = {
			target = CHL
			modifier = CHL_from_support_chile_static_modifier
		}
		add_relation_rule_override = {
			target = CHL
			can_send_volunteers = yes
		}
		hidden_effect = {
			ROOT = {
				set_rule = {
					can_send_volunteers = yes
				}
				add_timed_idea = {
					idea = CHL_aid_araucania
					days = 180
				}
				add_ai_strategy = {
					type = send_volunteers_desire
					id = FROM
					value = 200
				}
			}
		}
		FROM = {
			country_event = {
				id = CHL_political_events.79
				days = 2
				random_days = 3
			}
		}
	} {
		name = CHL_political_events.78.b
		ai_chance = {
			base = 35
		}
		add_political_power = 20
		add_stability = 0.02
		FROM = {
			country_event = {
				id = CHL_political_events.80
				days = 2
				random_days = 5
			}
		}
	} {
		name = CHL_political_events.78.c
		ai_chance = {
			base = 15
		}
		add_political_power = 10
		add_war_support = 0.01
		custom_effect_tooltip = CHL_we_will_aid_for_a_price
		FROM = {
			country_event = {
				id = CHL_political_events.81
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ARussian_snow.jpeg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 720 pixels. Other resolution: 1,600 × 900 pixels.
Original file &#8206;(1,600 × 900 pixels, file size: 698 KB, MIME type: image/jpeg)
### Entity: Order of Battle
Component: L Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = L Brigada Internacionales
	location = 3729
	division_template = Brigada Internacionales
}
### Entity: Idea
Component: CHI_economy_in_the_gutter2
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_economy_in_the_gutter2 = {
	picture = usa_great_depression_2
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.3
		industrial_capacity_factory = -0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expand_the_ergani_copper_industry
Constructs: prerequisite, completion_reward, has_tech, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_expand_the_ergani_copper_industry
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = TUR_exploit_the_sivas_iron_mines
	} {
		focus = TUR_expand_the_eastern_railway_networks
	}
	x = 1
	y = 1
	relative_position_id = TUR_exploit_the_sivas_iron_mines
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_tech = construction4
		has_full_control_of_state = 350
	}
	completion_reward = {
		350 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: EAI_RESEARCH_doctrine_switch_fix
Source: game
File: common/scripted_effects/EAI_RESEARCH_effects.txt

Code:
EAI_RESEARCH_doctrine_switch_fix = {
	EAI_RESEARCH_land_doctrine_switch_fix = yes
	EAI_RESEARCH_air_doctrine_switch_fix = yes
	EAI_RESEARCH_naval_doctrine_switch_fix = yes
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_claim_outer_manchuria
Constructs: prerequisite, add_stability, completion_reward, add_political_power, is_historical_focus_on, cancel_if_invalid, add_claim_by
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_claim_outer_manchuria
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = MAN_tsr_promote_manchu_identity
	} {
		focus = MAN_tsr_work_with_the_kempeitai
	}
	x = -1
	y = 1
	relative_position_id = MAN_tsr_promote_manchu_identity
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt claim_outer_manchuria_tt
		408 = {
			add_claim_by = ROOT
		}
		409 = {
			add_claim_by = ROOT
		}
		657 = {
			add_claim_by = ROOT
		}
		560 = {
			add_claim_by = ROOT
		}
		561 = {
			add_claim_by = ROOT
		}
	}
}