Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: GER_hjalmar_schacht
Constructs: has_government, has_country_flag, has_dynamic_modifier, is_hired_as_advisor, has_game_rule
Source: game
File: common/characters/GER.txt

Code:
GER_hjalmar_schacht = {
	name = GER_hjalmar_schacht
	portraits = {
		army = {
			small = GFX_idea_hjalmar_schacht
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = hjalmar_schacht
		allowed = {
			original_tag = GER
		}
		cost = 75
		available = {
			has_dynamic_modifier = {
				modifier = GER_mefo_bills_modifier
			}
			NOT = {
				has_government = communism
			}
			GER_walther_funk = {
				is_hired_as_advisor = no
			}
		}
		visible = {
			has_dynamic_modifier = {
				modifier = GER_mefo_bills_modifier
			}
			NOT = {
				has_government = communism
			}
		}
		traits = {
			GER_mefo_bills_architect
		}
		ai_will_do = {
			base = 15
			modifier = {
				factor = 0
				OR = {
					has_country_flag = GER_AI_RANDOM_COMMUNIST_STALINIST GER_AI_RANDOM_COMMUNIST_SPARTACUS
					has_game_rule = {
						rule = GER_ai_behavior
						option = GER_COMMUNIST_STALINIST
					} {
						rule = GER_ai_behavior
						option = GER_COMMUNIST_SPARTACUS
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_voortrekker_monument
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_voortrekker_monument
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = SAF_native_laws_amendment_act SAF_support_ossewabrandwag
	}
	x = -1
	y = 2
	relative_position_id = SAF_support_the_afrikaner_broederbond
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_ideas = SAF_voortrekker_monument
	}
}
### Entity: Scripted Trigger
Component: ITA_is_communist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_communist_ai = {
	OR = {
		has_country_flag = ITA_AI_RANDOM_COMMUNIST_PLAN
		has_game_rule = {
			rule = ITA_ai_behavior
			option = ITA_COMMUNIST_PLAN
		}
	}
}
### Entity: Name List
Component: BOU
Source: game
File: common/names/00_names.txt

Code:
BOU = {
	male = {
		names = {
			Akamu Aloha Alohilani Analu Aolani Aulani Aulii Feleti Inoke Iolani Ipo Iwalani Kai Kaili Kaipo Kalani Kale Kalei Kapena Kapono Keahi Kealii Keani Keanu Keiki Kelii Keon Keoni Kimo Konala Liko Loe Lulani Makaio Makani Malo Mauli Mele Moke Nalani Oke Palani Pekelo
		}
	}
	female = {
		names = {
			Alamea Alaula Alika Elikapeka Halia Iokina Iolana Kailani Kalea Kamaile Kamea Kanoa Kawena Keala Keola Keona Kiele Kina Kinipela Konane Lahela Lanai Lani Leiko Leilani Liliha Lilo Luana Mahina Maile Makana Makelina Malana Maleah Malia Mana Miliani Moana Nalanie Napua Noelani Nohealani Okalani Onaona Palila Pilialoha Ulani
		}
	}
	surnames = {
		Aalona Ahulani Ainalani Akeakamai Alani Aluala Alealani Alohilani Anakalia Anuenue 'Ehukai 'Ewalani Ha'aheo Heleakala Hanalei Hanohano Hau'oli Hi'iaka Ho'okano Hualani Ikepela Ka'aukai Kahananui Kaheleha Kaikea Kainalu Kalauokalani Kaleoikaika Kamehu Kameha'o Kamehameha Kawaiola Kehaulani Kelupaina Keonoana Lanakila Lehuanani Lokelani Lono Makaleka Makikonu Mauna Momilani Nohealani Polola Sanoe Ualani Uluwehi Wailani Waipuna
	}
	callsigns = {

	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_KHM
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_KHM = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = KHM
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_german_aeronautic_cooperation
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, add_timed_idea, add_tech_bonus, air_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_german_aeronautic_cooperation
	icon = GFX_goal_GER_luftwaffe
	prerequisite = {
		focus = AUS_announce_the_new_austrian_air_force
	}
	mutually_exclusive = {
		focus = AUS_british_aeronautic_cooperation AUS_soviet_aeronautic_cooperation
	}
	relative_position_id = AUS_announce_the_new_austrian_air_force
	x = -2
	y = 1
	cost = 10
	available = {
		NOT = {
			has_war_with = GER
		}
		country_exists = GER
	}
	completion_reward = {
		add_ideas = AUS_german_aero_tech
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = fascist_influence
			days = 100
		}
		add_tech_bonus = {
			name = air_bonus
			bonus = 1
			uses = 1
			category = light_air
		} {
			name = air_bonus
			bonus = 1
			uses = 1
			category = medium_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: ZIM_mt
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_mt = {
	advisor = {
		slot = theorist
		idea_token = ZIM_mt
		ledger = army
		allowed = {
			original_tag = ZIM
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/r56_chinese_gui_scripted_localisation.txt

Code:
defined_text = {
	name = GetChiTooltipAlignment
	text = {
		trigger = {
			chi_is_blue_warlord = yes
		}
		localization_key = r56_chinese_gui_kmt
	} {
		trigger = {
			chi_is_red_warlord = yes
		}
		localization_key = r56_chinese_gui_prc
	} {
		trigger = {
			chi_is_soviet_warlord = yes
		}
		localization_key = r56_chinese_gui_soviet
	} {
		trigger = {
			chi_is_white_warlord = yes
		}
		localization_key = r56_chinese_gui_japanese
	} {
		trigger = {
			chi_is_orange_warlord = yes
		}
		localization_key = r56_chinese_gui_qing
	} {
		trigger = {
			chi_is_purple_warlord = yes
		}
		localization_key = r56_chinese_gui_opp
	} {
		localization_key = r56_chinese_gui_neutral
	}
}
### Entity: Modifier Reference
Construct: intelligence_agency
Constructs: intelligence_agency, operation_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## Modifiers for scope intelligence_agency

* [<Operation>_cost](#_cost)
* [<Operation>_outcome](#_outcome)
* [<Operation>_risk](#_risk)
* [airforce_intel_decryption_bonus](#airforce_intel_decryption_bonus)
* [airforce_intel_factor](#airforce_intel_factor)
* [army_intel_decryption_bonus](#army_intel_decryption_bonus)
* [army_intel_factor](#army_intel_factor)
* [boost_ideology_mission_factor](#boost_ideology_mission_factor)
* [boost_resistance_factor](#boost_resistance_factor)
* [civilian_intel_decryption_bonus](#civilian_intel_decryption_bonus)
* [civilian_intel_factor](#civilian_intel_factor)
* [commando_trait_chance_factor](#commando_trait_chance_factor)
* [control_trade_mission_factor](#control_trade_mission_factor)
* [crypto_department_enabled](#crypto_department_enabled)
* [crypto_strength](#crypto_strength)
* [decryption_power](#decryption_power)
* [decryption_power_factor](#decryption_power_factor)
* [defense_impact_on_blueprint_stealing](#defense_impact_on_blueprint_stealing)
* [diplomatic_pressure_mission_factor](#diplomatic_pressure_mission_factor)
* [enemy_operative_recruitment_chance](#enemy_operative_recruitment_chance)
* [female_random_operative_chance](#female_random_operative_chance)
* [intel_from_operatives_factor](#intel_from_operatives_factor)
* [intel_network_gain](#intel_network_gain)
* [intel_network_gain_factor](#intel_network_gain_factor)
* [intelligence_agency_defense](#intelligence_agency_defense)
* [intelligence_operation_speed](#intelligence_operation_speed)
* [navy_intel_decryption_bonus](#navy_intel_decryption_bonus)
* [navy_intel_factor](#navy_intel_factor)
* [new_operative_slot_bonus](#new_operative_slot_bonus)
* [occupied_operative_recruitment_chance](#occupied_operative_recruitment_chance)
* [operation_cost](#operation_cost)
* [operation_infiltrate_outcome](#operation_infiltrate_outcome)
* [operation_outcome](#operation_outcome)
* [operative_death_on_capture_chance](#operative_death_on_capture_chance)
* [operative_slot](#operative_slot)
* [propaganda_mission_factor](#propaganda_mission_factor)
* [root_out_resistance_effectiveness_factor](#root_out_resistance_effectiveness_factor)
* [target_sabotage_factor](#target_sabotage_factor)
### Entity: Unit Template
Component: SOV_MINESWEEPERS_IMPERIAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_MINESWEEPERS_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_MINESWEEPERS
	for_countries = {
		SOV
	}
	can_use = {
		OR = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = 
	fallback_name = Tralshchik %s
	unique = {
		Uragan Baklan Mikhail Vzryv Batum Kotka Iskra Chayka Minrep Zapal Provodnik Fugas Plamia Patron Shchit Krambol Kapsiul Gruz Udarnik Zashchitnik Kliuz Fortral Vesta Mechta Truvor Khersones Buksir Tsetsiliya Lev Aleksey Ivan Volozhbensky Nikolay Pagolsky Kometa Planeta Garpun Kitoboy Namyot Nevod Yakor Dulo Stvol Alyosha Popovich Dobrynya Ilya Muromets Mikula Potok Bogatyr Svyatogor Aspaziya Nogaysk Ayaks Patrokl
	}
}
### Entity: Idea
Component: BUL_government_reforms_communists_02
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_government_reforms_communists_02 = {
	name = BUL_government_reforms_communists_01
	picture = generic_political_support
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		conscription = 0.02
		industrial_capacity_factory = 0.1
	}
}
### Entity: Order of Battle
Component: teritorialna Ljublijana
Constructs: division_template
Source: game
File: history/units/r56_ITA_Civil_War_SLV_Milita.txt

Code:
division = {
	name = teritorialna Ljublijana
	location = 599
	division_template = Militia
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_the_merchant_fleet
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, completion_reward, add_to_variable
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_the_merchant_fleet
	icon = GFX_focus_generic_merchant_fleet
	prerequisite = {
		focus = FIN_suomen_merivoimat
	}
	x = -3
	y = 1
	relative_position_id = FIN_suomen_merivoimat
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_navy_ns_intro FIN_the_merchant_fleet_ns_tt
		add_to_variable = {
			FIN_finnish_navy_convoy_retreat_speed = 0.1
			tooltip = convoy_retreat_speed_tt
		}
		hidden_effect = {
			add_ideas = FIN_hidden_convoy_production_ns
		}
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
			producer = ROOT
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/AFG_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 4893
	division_template = Militia
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: AST_IRE_stationed_troops_idea
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_IRE_stationed_troops_idea = {
	picture = generic_infantry_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
}
### Entity: State History
Component: 837
Constructs: set_variable, add_dynamic_modifier, add_core_of
Source: game
File: history/states/837-Sidamo.txt

Code:
state = {
	id = 837
	name = STATE_837
	manpower = 950000
	resources = {
		rubber = 3
	}
	state_category = rural
	history = {
		set_variable = {
			ETH_state_development_production_speed = -0.3
		} {
			ETH_state_development_local_building_slots_factor = -0.3
		}
		add_dynamic_modifier = {
			modifier = ETH_state_development_dynamic_modifier
		} {
			modifier = ETH_state_decentralization_dynamic_modifier
			scope = ETH
		}
		buildings = {

		}
		victory_points = {
			8019 1
		} {
			13246 2
		} {
			13247 1
		}
		owner = ETH
		add_core_of = ETH SID ORO
		1936.6.1 = {
			owner = ITA
			controller = ITA
		}
	}
	provinces = {
		8019 8062 13246 13247
	}
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3APolitical_power.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Political_power.png &#8206;(27 × 27 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Character
Component: HON_carlos_vaupel_comeza
Source: game
File: common/characters/HON.txt

Code:
HON_carlos_vaupel_comeza = {
	advisor = {
		slot = navy_chief
		idea_token = HON_carlos_vaupel_comeza
		allowed = {
			original_tag = HON
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Carlos Vaupel Comeza
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: Character
Component: HUN_zoltan_tildy
Constructs: has_completed_focus, limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/HUN.txt

Code:
HUN_zoltan_tildy = {
	name = HUN_zoltan_tildy
	portraits = {
		army = {
			small = GFX_idea_HUN_zoltan_tildy
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_zoltan_tildy
		allowed = {
			original_tag = HUN
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = wuw_HUN_elect_a_fascist_king wuw_HUN_continue_the_regency wuw_HUN_reinstate_the_pragmatic_sanction
				}
			}
		}
		available = {
			IF = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				OR = {
					has_completed_focus = wuw_HUN_elect_a_democratic_king wuw_HUN_elections_in_the_revolutionary_council
				}
			}
			else = {
				has_completed_focus = HUN_elect_a_democratic_king
			}
		}
		traits = {
			democratic_reformer
		}
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_analyze_the_paulista_war
Constructs: prerequisite, has_war, limit, completion_reward, add_doctrine_cost_reduction, load_oob, has_dlc, add_mio_funds
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_analyze_the_paulista_war
	icon = GFX_goal_constitution
	prerequisite = {
		focus = BRA_R56_national_defense_council
	}
	relative_position_id = BRA_R56_national_defense_council
	x = 3
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		army_experience = 15
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		if = {
			limit = {
				has_war = no
			}
			custom_effect_tooltip = bra_tropas_1932_tooltip
			hidden_effect = {
				load_oob = BRA_cohen
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt available_mio_tt
			show_mio_tooltip = BRA_ep_organization BRA_cfsp_organization
			mio:BRA_ep_organization = {
				add_mio_funds = 1000
			}
			mio:BRA_cfsp_organization = {
				add_mio_funds = 1000
			}
		}
		else = {
			custom_effect_tooltip = available_designer available_designer
			show_ideas_tooltip = bra_tank_designer bra_artillery_manufacturer
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: colonial_investments_company
Source: game
File: common/country_leader/00_traits.txt

Code:
colonial_investments_company = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Dano_Soviet_Trade_Agreement
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, has_government, has_war_with, add_opinion_modifier
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Dano_Soviet_Trade_Agreement
	icon = GFX_goal_generic_soviet_assistance
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0.1
			den_avoid_army = yes
		} {
			factor = 0
			is_historical_focus_on = yes
		} {
			factor = 3
			is_in_faction_with = SOV
		} {
			factor = 5
			has_completed_focus = DEN_Invite_Select_Communist_Ministers
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = DEN_Approach_the_Soviets
	}
	available = {
		is_subject = no
		OR = {
			is_in_faction = no
			is_in_faction_with = SOV
		} {
			has_government = democratic communism
		} {
			has_completed_focus = DEN_Social_Democratic_Majority DEN_Conservative_Majority
			AND = {
				has_completed_focus = DEN_An_Appeal_to_the_Proletariat
				NOT = {
					has_completed_focus = DEN_King_Christian_Coup
				}
			}
		}
		NOT = {
			has_war_with = SOV
		}
	}
	mutually_exclusive = {
		focus = DEN_North_Sea_Trade_Agreement DEN_Nordic_Customs_Union DEN_Munch_Ribbentrop_Pakt
	}
	x = 9
	y = 2
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		set_variable = {
			copenhagen_backer = SOV
		}
		SOV = {
			country_event = {
				id = denmark.44
				days = 4
				random_days = 10
			}
			custom_effect_tooltip = needs_approval
			effect_tooltip = {
				if = {
					limit = {
						NOT = {
							has_government = communism
						}
					}
					add_popularity = {
						ideology = communism
						popularity = 0.1
					}
				}
				add_opinion_modifier = {
					target = DEN
					modifier = den_sov_trade_agreement
				}
				add_ideas = den_dano_soviet_trade
				DEN = {
					give_military_access = PREV
					add_opinion_modifier = {
						target = SOV
						modifier = den_sov_trade_agreement
					}
					SOV = {
						diplomatic_relation = {
							country = DEN
							relation = non_aggression_pact
							active = yes
						} {
							country = DEN
							relation = guarantee
							active = yes
						}
					}
					add_tech_bonus = {
						name = den_sov_trade_agreement
						category = cat_medium_armor
						uses = 1
						bonus = 2
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_revise_the_social_classes
Constructs: prerequisite, add_ideas, remove_ideas, has_government, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_revise_the_social_classes
	icon = GFX_focus_CHL_revise_the_social_classes
	relative_position_id = CHL_avenge_the_pacification_of_araucania
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_avenge_the_pacification_of_araucania
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CHL_mapuche_social_classes
		custom_effect_tooltip = CHL_skip_one_line_tt
		remove_ideas = idea_CHL_the_Hacienda_inquilinaje_system
	}
}
### Entity: Idea
Component: BAY_acd
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_acd = {
	picture = generic_army_europe_2
	allowed = {
		original_tag = BAY
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_build_air_facility
Constructs: is_major
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_build_air_facility = {
	OR = {
		EAI_radar_tech_focus = yes
		is_major = yes
	}
	date = > 1937.6.1
	num_of_civilian_factories = > 50
	air_facility = < 1
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_african_central_bank
Constructs: prerequisite, limit, completion_reward, every_other_country, has_idea, set_african_central_bank_variables, add_dynamic_modifier
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_african_central_bank
	prerequisite = {
		focus = ETH_organization_of_african_unity
	}
	icon = GFX_focus_usa_reestablish_the_gold_standard
	relative_position_id = ETH_organization_of_african_unity
	x = 1
	y = 1
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_african_central_bank_tt ETH_african_central_bank_2_tt
		every_other_country = {
			limit = {
				has_idea = organization_of_african_unity_member_idea
			}
			country_event = {
				id = BBA_african_union_events.4
				hours = 1
			}
		}
		set_african_central_bank_variables = yes
		add_dynamic_modifier = {
			modifier = african_union_central_bank_modifier
		}
	}
}
### Entity: Idea
Component: DEN_sahnefront_ns
Constructs: production_speed_buildings_factor, removal_cost, has_subject, is_controlled_by
Source: game
File: common/ideas/denmark.txt

Code:
DEN_sahnefront_ns = {
	name = DEN_sahnefront
	removal_cost = -1
	picture = DEN_sahnefront
	allowed = {
		always = no
	}
	available = {
		OR = {
			has_subject = DEN
			AND = {
				37 = {
					is_controlled_by = ROOT
				}
				911 = {
					is_controlled_by = ROOT
				}
				99 = {
					is_controlled_by = ROOT
				}
				912 = {
					is_controlled_by = ROOT
				}
			}
		}
	}
	modifier = {
		attrition = -0.05
		supply_combat_penalties_on_core_factor = -0.1
		out_of_supply_factor = -0.1
		supply_node_range = 0.1
		supply_consumption_factor = -0.1
		production_speed_buildings_factor = 0.025
	}
}
### Entity: Character
Component: TIB_tsarong_dzasa
Source: game
File: common/characters/TIB.txt

Code:
TIB_tsarong_dzasa = {
	name = TIB_tsarong_dzasa
	portraits = {
		army = {
			large = GFX_portrait_TIB_tsarong_dzasa
			small = GFX_portrait_TIB_tsarong_dzasa_military_small
		}
		civilian = {
			small = GFX_portrait_TIB_tsarong_dzasa_civilian_small
		}
	}
	corps_commander = {
		traits = {
			trait_mountaineer organizer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.77
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.77
	title = AAT_Sweden_flashpoints.77.t
	desc = AAT_Sweden_flashpoints.77.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.77.a
		ai_chance = {
			base = 10
		}
		SWE_psilander_fleet_creation = yes
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_underground_wargames
Constructs: prerequisite, add_ideas, completion_reward, add_offsite_building
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_underground_wargames
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = ETH_assertiveness
	}
	x = 3
	y = 1
	relative_position_id = ETH_assertiveness
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ETH_underground_wargames_idea
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}
### Entity: Character
Component: small_ship_producer_mass_0
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_ship_producer_mass_0 = {
	random = no
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.1
		}
		ship_hull_submarine = {
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 1042
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1042-Isle of Man.txt

Code:
state = {
	id = 1042
	manpower = 51000
	name = STATE_1042
	state_category = small_island
	history = {
		owner = ENG
		add_core_of = ENG
		add_to_array = {
			state_victory_points = 3311
		}
		victory_points = {
			3311 1
		}
		buildings = {
			infrastructure = 3
			3311 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		3311
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: WUR_wi
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_wi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = WUR
	}
	traits = {
		war_industrialist
	}
}