Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: prospect_for_resources
Constructs: has_completed_focus, has_war, limit, owns_state, has_country_flag, fire_only_once, has_tech, has_state_flag
Source: game
File: common/decisions/resource_prospecting.txt

Code:
prospect_for_resources = {
	develop_shandong_aluminium_deposits = {
		icon = aluminium
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 597
			}
		}
		available = {
			has_tech = excavation3
			num_of_civilian_factories_available_for_projects = > 2
			owns_state = 597
			controls_state = 597
		}
		visible = {
			owns_state = 597
			controls_state = 597
			597 = {
				NOT = {
					has_state_flag = shandong_aluminium_developed
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0
				OR = {
					AND = {
						original_tag = SOV
						SOV_we_want_to_send_ultimatums = yes
					} {
						has_manpower = < 10000
						NOT = {
							has_idea = scraping_the_barrel
						}
					}
				}
			} {
				factor = 0.5
				has_political_power = < 80
			} {
				factor = 3
				has_political_power = > 200
			} {
				factor = 5
				has_resources_in_country = {
					resource = aluminium
					amount = < 1
				}
			}
		}
		remove_effect = {
			597 = {
				set_state_flag = shandong_aluminium_developed
			} {
				add_resource = {
					type = aluminium
					amount = 12
				}
			}
		}
	}
	develop_suiyuan_steel_deposits = {
		icon = steel
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 621
			}
		}
		available = {
			has_tech = excavation2
			num_of_civilian_factories_available_for_projects = > 2
			owns_state = 621
			controls_state = 621
		}
		visible = {
			owns_state = 621
			controls_state = 621
			621 = {
				NOT = {
					has_state_flag = suiyuan_steel_developed
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0
				OR = {
					AND = {
						original_tag = SOV
						SOV_we_want_to_send_ultimatums = yes
					} {
						has_manpower = < 10000
						NOT = {
							has_idea = scraping_the_barrel
						}
					}
				}
			} {
				factor = 0.5
				has_political_power = < 80
			} {
				factor = 3
				has_political_power = > 200
			} {
				factor = 5
				has_resources_in_country = {
					resource = steel
					amount = < 1
				}
			}
		}
		remove_effect = {
			621 = {
				set_state_flag = suiyuan_steel_developed
			} {
				add_resource = {
					type = steel
					amount = 8
			
# ... (truncated)
### Entity: Event
Component: LAT_events.8
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, remove_ideas, has_country_flag, is_ai
Source: game
File: events/NSB_Latvia.txt

Code:
country_event = {
	id = LAT_events.8
	title = LAT_events.8.t
	desc = LAT_events.8.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = LAT_events.8.a
		ai_chance = {
			factor = 10
		}
		if = {
			limit = {
				is_ai = yes
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = LAT_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = LAT_AI_RANDOM_HISTORICAL
					has_game_rule = {
						rule = LAT_ai_behavior
						option = HISTORICAL
					}
				}
			}
			start_civil_war = {
				ideology = fascism
				size = 0.2
				capital = 282
			}
		}
		else = {
			start_civil_war = {
				ideology = fascism
				size = party_popularity@fascism
				states = {
					190 809
				}
			}
		}
		random_other_country = {
			limit = {
				original_tag = LAT
			}
			set_capital = {
				state = 809
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_completed_focus = LAT_latvia_for_latvians
				}
				uncomplete_national_focus = {
					focus = LAT_latvia_for_latvians
					uncomplete_children = yes
				}
				complete_national_focus = LAT_the_sun_shines_equally
			} {
				limit = {
					has_idea = LAT_neopaganism_idea
				}
				remove_ideas = {
					LAT_neopaganism_idea
				}
			} {
				limit = {
					has_idea = LAT_militarisation_idea
				}
				remove_ideas = {
					LAT_militarisation_idea
				}
			} {
				limit = {
					has_idea = LAT_militarisation_idea
				}
				remove_ideas = {
					LAT_paramilitary_fasc_idea
				}
				add_ideas = {
					LAT_paramilitary_idea
				}
			} {
				limit = {
					has_idea = perkonkrust_fas_idea_1
				}
				remove_ideas = {
					perkonkrust_fas_idea_1
				}
			} {
				limit = {
					has_idea = LAT_perkonkrust_idea
				}
				remove_ideas = {
					LAT_perkonkrust_idea
				}
			}
		}
	} {
		name = LAT_events.8.b
		ai_chance = {
			factor = 0
		}
		set_capital = {
			state = 809
		}
		start_civil_war = {
			ruling_party = fascism
			ideology = neutrality
			size = 0.45
			states = {
				808 12 810
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.120
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.120
	title = NSB_soviet_civil_war_common.120.t
	desc = NSB_soviet_civil_war_common.120.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.120.a
	}
}
### Entity: Unit Template
Component: ITA_BC_HISTORICAL
Source: game
File: common/units/names_ships/ITA_ship_names.txt

Code:
ITA_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		ITA
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = RI 
	fallback_name = Incrociatore da battaglia %s
	unique = {
		Francesco Caracciolo Cristoforo Colombo Francesco Morosini Regina Margherita Emanuele Filiberto Ammiraglio di Saint Bon Re Umberto Enrico Dandolo Ruggiero di Lauria Principe Amedeo
	}
}
### Entity: AI Strategy
Component: AST_random_democratic_ai
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/AST_alternate_strategy_plan.txt

Code:
AST_random_democratic_ai = {
	name = Australia does it alone!
	desc = 
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_country_flag = AST_RANDOM_DEMOCRATIC_TAOG_AI
			has_game_rule = {
				rule = AST_AI_BEHAVIOR
				option = DEMOCRATIC_TAOG
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		AST_war_is_coming
	}
	research = {

	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Event
Component: CZE.405
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_political_power, has_idea, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.405
	title = CZE.405.t
	desc = CZE.405.d
	picture = GFX_frantisek_machnik_report
	is_triggered_only = yes
	option = {
		name = CZE.405.a
		ai_chance = {
			factor = 0.2
		}
		add_political_power = 75
	} {
		name = CZE.405.b
		ai_chance = {
			factor = 0.5
		}
		add_political_power = -75
		if = {
			limit = {
				has_idea = limited_exports
			}
			custom_effect_tooltip = political_power_cost
			add_political_power = 75
		} {
			limit = {
				has_idea = export_focus
			}
			custom_effect_tooltip = new_trade_law_report
			add_ideas = limited_exports
		} {
			limit = {
				has_idea = tot_economic_mobilisation
			}
			custom_effect_tooltip = political_power_cost
			add_political_power = 75
		} {
			limit = {
				has_idea = war_economy
			}
			custom_effect_tooltip = political_power_cost
			add_political_power = 75
		} {
			limit = {
				has_idea = partial_economic_mobilisation
			}
			custom_effect_tooltip = new_economy_law_report
			add_ideas = war_economy
		} {
			limit = {
				has_idea = low_economic_mobilisation
			}
			custom_effect_tooltip = new_economy_law_report
			add_ideas = partial_economic_mobilisation
		} {
			limit = {
				has_idea = civilian_economy
			}
			custom_effect_tooltip = new_economy_law_report
			add_ideas = low_economic_mobilisation
		}
	} {
		name = CZE.405.c
		ai_chance = {
			factor = 0.3
		}
		custom_effect_tooltip = political_power_cost
		add_political_power = -150
		69 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		74 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_amazonian_settlement
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_amazonian_settlement
	icon = GFX_focus_BRA_amazon_colonization
	x = 0
	y = 1
	relative_position_id = BRA_penal_battalions
	prerequisite = {
		focus = BRA_penal_battalions
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = BRA_amazonian_settlement_tt
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_trabajo_y_paz
Constructs: prerequisite, add_ideas, completion_reward, is_subject, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_trabajo_y_paz
	icon = GFX_focus_ETH_peacekeeping_forces
	prerequisite = {
		focus = COS_scientific_exchange
	}
	available = {
		is_subject = no
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	x = 0
	y = 5
	relative_position_id = COS_strengthen_democratic_institutions
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = COS_trabajo_y_paz_idea
	}
}
### Entity: Idea
Component: HAN_acom
Source: game
File: common/ideas/hanover.txt

Code:
HAN_acom = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = HAN
	}
	traits = {
		army_commando_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_public_works
Constructs: prerequisite, completion_reward, has_full_control_of_state, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_public_works
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = JAP_nationalize_the_zaibatsus
	}
	x = 1
	y = 1
	relative_position_id = JAP_nationalize_the_zaibatsus
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_full_control_of_state = 535 533 528
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		535 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		533 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		528 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: BRM_ai2
Source: game
File: common/characters/BRM.txt

Code:
BRM_ai2 = {
	advisor = {
		slot = high_command
		cost = 100
		idea_token = BRM_ai2
		ledger = army
		allowed = {
			original_tag = BRM
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_the_spirit_of_skanderbeg
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_army_manpower, create_wargoal, annex_everything
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_the_spirit_of_skanderbeg
	icon = GFX_goal_generic_attack_turkey
	prerequisite = {
		focus = ALB_march_through_greece ALB_make_bulgaria_ours
	}
	x = 1
	y = 1
	relative_position_id = ALB_march_through_greece
	cost = 5
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
		TUR = {
			country_exists = TUR
			is_subject = no
		}
	}
	bypass = {
		OR = {
			has_war_with = TUR
			NOT = {
				country_exists = TUR
			}
		}
	}
	will_lead_to_war_with = TUR
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_army_manpower = {
				size = > 199999
			}
			any_neighbor_country = {
				original_tag = TUR
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = TUR
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: mtg_britain.102
Constructs: is_triggered_only, limit, has_country_flag, check_variable, set_variable, is_subject_of, add_to_variable
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.102
	title = mtg_britain.102.t
	desc = mtg_britain.102.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_britain.102.a
		if = {
			limit = {
				NOT = {
					check_variable = {
						var = ENG_imperial_conference_federation_answers
						value = 1
						compare = greater_than_or_equals
					}
				}
			}
			set_variable = {
				var = ENG_imperial_conference_federation_answers
				value = 0
			}
		} {
			limit = {
				RAJ = {
					is_subject_of = ENG
					has_country_flag = ENG_rejected_federation
				}
				check_variable = {
					var = ENG_imperial_conference_federation_answers
					value = ENG_imperial_conference_number_of_subjects
					compare = equals
				}
				NOT = {
					any_country = {
						OR = {
							tag = CAN SAF AST NZL
						}
						has_country_flag = ENG_rejected_federation
					}
				}
			}
			country_event = {
				id = mtg_britain.104
				hours = 6
			}
		} {
			limit = {
				check_variable = {
					var = ENG_imperial_conference_federation_answers
					value = ENG_imperial_conference_number_of_subjects
					compare = equals
				}
				any_country = {
					OR = {
						tag = CAN SAF AST NZL
					}
					has_country_flag = ENG_rejected_federation
				}
			}
			country_event = {
				id = mtg_britain.105
				hours = 6
			}
		}
		add_to_variable = {
			var = ENG_imperial_conference_federation_answers
			value = 1
		}
		ENG_imperial_conference_clear_in_progress_flags = yes
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_welfare_state
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_welfare_state
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = IRQ_foriegn_fighters IRQ_socialist_scientists
	} {
		focus = IRQ_appease_the_army
	}
	x = -3
	y = 2
	relative_position_id = IRQ_the_secular_movement
	cost = 10
	ai_will_do = {
		factor = 9
	}
	completion_reward = {
		add_stability = 0.05
		add_ideas = GRE_welfare_state
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: usa.61
Constructs: is_triggered_only, ai_chance, unlock_decision_tooltip, set_state_flag, set_variable, add_to_variable, clr_country_flag, clear_global_event_target
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.61
	title = usa.61.t
	desc = usa.61.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = usa.61.a
		ai_chance = {
			factor = 0
		}
		unlock_decision_tooltip = {
			decision = USA_invest_in_state_factory
			show_effect_tooltip = yes
		}
		event_target:USA_congress_investment_state = {
			set_state_flag = USA_congress_build_factory
			set_variable = {
				factory_goal = industrial_complex_level
			}
			add_to_variable = {
				factory_goal = 1
			}
		}
	} {
		name = usa.61.b
		ai_chance = {
			factor = 100
		}
		ROOT = {
			clr_country_flag = USA_congress_investment
		}
		clear_global_event_target = USA_congress_investment_state
	}
}
### Entity: Country History
Country: NOA
Component: NOA_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/NOA - North Ossetia-Alania.txt

Code:
# Misc for NOA
capital = 828
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Character
Component: ARG_leon_scasso
Source: game
File: common/characters/ARG.txt

Code:
ARG_leon_scasso = {
	portraits = {
		army = {
			large = GFX_portrait_ARG_leon_scasso
			small = GFX_portrait_ARG_leon_scasso_small
		}
	}
	navy_leader = {
		traits = {
			gunnery_expert
		}
		skill = 3
		attack_skill = 4
		defense_skill = 3
		maneuvering_skill = 2
		coordination_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = theorist
		idea_token = ARG_leon_scasso
		allowed = {
			original_tag = ARG
		}
		traits = {
			naval_theorist
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_embark_upon_the_european_continent
Constructs: prerequisite, limit, has_war_with, add_war_support, completion_reward, add_political_power, has_global_flag, set_rule
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_embark_upon_the_european_continent
	prerequisite = {
		focus = POR_restore_the_empire
	} {
		focus = POR_all_against_the_bolshevik_threat
	}
	icon = GFX_goal_generic_uprising
	cost = 8
	x = -1
	y = 1
	relative_position_id = POR_all_against_the_bolshevik_threat
	available = {
		has_global_flag = scw_over
	}
	completion_reward = {
		add_political_power = 25
		add_war_support = 0.05
		set_rule = {
			can_create_factions = yes
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		if = {
			limit = {
				171 = {
					owner = {
						has_war_with = ROOT
					}
				}
			}
			add_state_claim = 171
			unlock_decision_tooltip = POR_integrate_galicia
		} {
			limit = {
				has_dlc = La Resistance
			}
			effect_tooltip = {
				custom_effect_tooltip = unlocks_decision_refuse_the_naval_blockade_which_grants_tt generic_skip_one_line_tt POR_refuse_the_naval_blockade_decision_tt
				every_other_country = {
					limit = {
						has_war_with = ENG
					}
					country_event = {
						id = lar_portugal_naval_blockade.1
					}
				}
			}
		}
		else = {
			country_event = portugal.62
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_adopt_western_style_military_bureaucracy
Constructs: has_completed_focus, add_ideas, completion_reward, has_game_rule
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_adopt_western_style_military_bureaucracy
	icon = GFX_goal_PER_imperial_iranian_army
	cost = 5
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		add_ideas = PER_adopt_western_style_military_bureaucracy
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 46
	y = 0
	offset = {
		x = -18
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = PER_appoint_zahedi PER_continue_government_purges PER_restore_constitutionalism PER_revive_the_jungle_movement
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/POR_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = POR
		}
		requested_factories = 1
		progress = 0.66
		efficiency = 100
		industrial_manufacturer = mio:POR_fnmal_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = POR
		}
		requested_factories = 1
		progress = 0.64
		efficiency = 100
		industrial_manufacturer = mio:POR_fabrica_material_guerra_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = POR
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:POR_fma_organization
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_develop_new_fighters
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_develop_new_fighters
	icon = GFX_goal_generic_air_fighter
	cost = 10
	prerequisite = {
		focus = VIN_convert_civilian_planes
	} {
		focus = VIN_establish_the_air_force_research_committee
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1.0
				uses = 2
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1.0
				uses = 2
				category = light_fighter cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 71
	y = 2
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_queue_MIC
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_queue_MIC = {
	enable = {
		has_country_flag = EAI_BUILDING_construction_queue_MIC
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = added_military_to_civilian_factory_ratio
		value = 10000
	} {
		type = dockyard_to_military_factory_ratio
		value = -10000
	}
}
### Entity: Character
Component: BRA_alianca_nacional_libertadora_council
Source: game
File: common/characters/BRA.txt

Code:
BRA_alianca_nacional_libertadora_council = {
	name = BRA_alianca_nacional_libertadora_council
	portraits = {
		civilian = {
			large = GFX_portrait_SWE_nordic_defense_council
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAPP-6_Reconnaissance.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
APP-6_Reconnaissance.png &#8206;(120 × 76 pixels, file size: 3 KB, MIME type: image/png)
### Entity: Event
Component: AAT_Sweden.51
Constructs: is_triggered_only
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.51
	title = AAT_Sweden.51.t
	desc = AAT_Sweden.51.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.51.a
		effect_tooltip = {
			transfer_state = 144 924 925
		}
	}
}
### Entity: Character
Component: IRQ_fritz_grobba
Constructs: has_government, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_fritz_grobba = {
	name = IRQ_fritz_grobba
	portraits = {
		army = {
			small = GFX_portrait_IRQ_fritz_grobba_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		slot = political_advisor
		idea_token = IRQ_fritz_grobba
		traits = {
			IRQ_german_ambassador
		}
		available = {
			has_government = fascism
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Idea
Component: USA_department_of_defense
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_department_of_defense = {
	picture = usa_department_of_defense
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		max_command_power = 30
		command_power_gain_mult = 0.1
		experience_gain_factor = 0.1
	}
}
### Entity: Idea
Component: CYP_ncm
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_ncm = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = CYP
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}