Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PRODUCTION_HFTR_aircraft_production_strategies
Constructs: limit, has_country_flag, has_deployed_air_force_size, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_HFTR_aircraft_production_strategies = {
	if = {
		limit = {
			EAI_HFTR_aircraft_production = yes
		}
		if = {
			limit = {
				has_deployed_air_force_size = {
					size = < 15000
					type = fighter
				}
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_HFTR_aircraft_production_strategy
					}
				}
				set_country_flag = EAI_HFTR_aircraft_production_strategy
			}
		}
		else_if = {
			limit = {
				has_deployed_air_force_size = {
					size = > 20000
					type = fighter
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_HFTR_aircraft_production_strategy
				}
				clr_country_flag = EAI_HFTR_aircraft_production_strategy
			}
		}
	}
	else_if = {
		limit = {
			has_country_flag = EAI_HFTR_aircraft_production_strategy
		}
		clr_country_flag = EAI_HFTR_aircraft_production_strategy
	}
}
### Entity: Idea
Component: GER_purges_in_the_kriegsmarine
Constructs: removal_cost, refit_speed
Source: game
File: common/ideas/GER.txt

Code:
GER_purges_in_the_kriegsmarine = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_purge
	modifier = {
		naval_doctrine_cost_factor = 0.15
		unit_leader_as_advisor_cp_cost_factor = 0.15
		navy_leader_cost_factor = 0.25
		naval_coordination = -0.1
		experience_gain_navy_factor = -0.25
		industrial_capacity_dockyard = -0.1
		naval_equipment_upgrade_xp_cost = 0.2
		refit_speed = -0.1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_collectivisation
Constructs: prerequisite, add_stability, completion_reward, add_timed_idea, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_collectivisation
	icon = GFX_focus_prc_agrarian_socialism
	relative_position_id = LIT_launch_the_revolution
	x = -2
	y = 2
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_new_lithuania
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = -0.1
		add_timed_idea = {
			idea = LIT_inefficient_industry_1
			days = 1825
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		hidden_effect = {
			country_event = {
				id = lithuania.102
				days = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_infantry_50
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_infantry_50 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 250
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 240
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 5
	}
}
### Entity: Idea
Component: DNZ_invite_foreign_investors
Constructs: removal_cost
Source: game
File: common/ideas/danzig.txt

Code:
DNZ_invite_foreign_investors = {
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_build_infrastructure
	modifier = {
		production_speed_infrastructure_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		consumer_goods_factor = -0.05
		political_power_factor = -0.1
	}
}
### Entity: Character
Component: PRC_supreme_chairman_5
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_supreme_chairman_5 = {
	random = no
	political_power_factor = 0.1
	production_speed_arms_factory_factor = 0.1
	industrial_capacity_factory = 0.05
	industrial_capacity_dockyard = 0.05
}
### Entity: Event
Component: soviet.72
Constructs: is_triggered_only, ai_chance, fire_only_once, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.72
	title = soviet.72.t
	desc = soviet.72.desc
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = soviet.72.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				POL = {
					is_in_faction_with = USA
				}
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	} {
		name = soviet.72.b
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = soviet.73
				days = 7
			}
		}
	}
}
### Entity: Character
Component: INS_gustav_adolf_ilgen
Constructs: has_completed_focus, limit, has_cosmetic_tag, is_subject_of
Source: game
File: common/characters/INS.txt

Code:
INS_gustav_adolf_ilgen = {
	name = INS_gustav_adolf_ilgen
	portraits = {
		army = {
			large = GFX_portrait_INS_gustav_adolf
			small = GFX_portrait_INS_gustav_adolf_small
		}
	}
	corps_commander = {
		traits = {
			INS_loyalty_to_netherlands
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = theorist
		cost = 100
		idea_token = INS_gustav_adolf_ilgen
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			always = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				OR = {
					is_subject_of = HOL
					has_completed_focus = INSHOL_volksraad_compromises INS_tkr_steal_general
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			superior_firepower_expert
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_aviation_effort
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, random_owned_controlled_state
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_aviation_effort
	icon = GFX_goal_GRE_coa_air_force
	text = GRE_aviation_effort
	prerequisite = {
		focus = GRE_end_the_depression
	}
	x = 12
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 889
Constructs: limit, has_dlc, add_dynamic_modifier, add_core_of
Source: game
File: history/states/889-Elisabethville.txt

Code:
state = {
	id = 889
	name = STATE_889
	manpower = 708190
	state_category = pastoral
	resources = {
		tungsten = 2
		coal = 4
	}
	history = {
		owner = BEL
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			transfer_state_to = COG
			add_dynamic_modifier = {
				modifier = COG_state_loyal_to_free_congo_modifier
			}
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = COG KAT
		victory_points = {
			191 2
		}
	}
	provinces = {
		191 1516 1817 1968 4515 12795 12907
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_retake_slovakia
Constructs: prerequisite, owns_state, completion_reward, is_ally_with, create_wargoal, take_state
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_retake_slovakia
	icon = GFX_goal_SLO_map_revolt
	relative_position_id = AUS_arm_sudeten_germans
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_arm_sudeten_germans AUS_reclaim_bohemia
	}
	bypass = {
		OR = {
			owns_state = 70
			is_ally_with = 70
			 = .owner
		}
	}
	will_lead_to_war_with = CZE SLO
	cost = 5
	completion_reward = {
		create_wargoal = {
			target = 70
			 = .owner
			type = take_state
			generator = {
				70 71 664
			}
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_enhance_the_education_system
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_enhance_the_education_system
	icon = GFX_goal_generic_education
	prerequisite = {
		focus = TIB_denounce_regents_corruption
	}
	relative_position_id = TIB_denounce_regents_corruption
	x = 1
	y = 1
	cost = 10
	available = {
		num_of_factories = > 15
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_amend_the_military_service_act_r56
Constructs: add_ideas, completion_reward
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_amend_the_military_service_act_r56
	icon = GFX_goal_MAN_auxiliary_forces
	cost = 5
	x = 4
	y = 0
	relative_position_id = SIA_continue_sending_cadets_abroad_r56
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 50
		add_ideas = SIA_amend_the_military_service_act_r56_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: XLII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XLII Brigada Internacionales
	location = 1176
	division_template = Brigada Internacionales
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Air_units.html

Doc:
This article is considered accurate for the current version of the game.

Contents

1 Variants

2 Unit types

2.1 Light airframe

2.2 Medium airframe

2.3 Heavy airframe
### Entity: National Focus
Tree: aus_focus
Component: AUS_centralize_imperial_army
Constructs: prerequisite, completion_reward, add_command_power, add_power_balance_value, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_centralize_imperial_army
	icon = GFX_goal_generic_army_doctrines
	relative_position_id = AUS_ban_paramilitary_organizations
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_ban_paramilitary_organizations
	}
	cost = 5
	completion_reward = {
		army_experience = 15
		add_command_power = 20
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = -0.1
			tooltip_side = AUS_habsburg_side_heimwehr
		}
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			name = AUS_centralize_imperial_army
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: LIT_military_idea_2
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_military_idea_2 = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = tfv_can_conscription_crisis
	modifier = {
		command_power_gain_mult = 0.05
		army_leader_cost_factor = -0.05
		experience_gain_army = 0.1
		conscription_factor = 0.2
	}
}
### Entity: Character
Component: infantry_equipment_producer_assualt_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_assualt_1 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SEA_china_warlords.6
Constructs: is_triggered_only, ai_chance, set_autonomy, create_wargoal, annex_everything
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_warlords.6
	title = SEA_china_warlords.6.t
	desc = SEA_china_warlords.6.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_china_improvement.6.a
		ai_chance = {
			base = 1
			modifier = {
				surrender_progress = > 0.4
				factor = 10
			}
		}
	} {
		name = SEA_china_improvement.6.b
		ai_chance = {
			base = 0.35
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
			freedom_level = 1
			end_wars = no
			end_civil_wars = no
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Unit Template
Component: SOV_INF_02
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_INF_02 = {
	name = Trotskyist Revolutionary Militias
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dya Diviziya Narodnogo Opolcheniya
	ordered = {

	}
}
### Entity: Event
Component: denmark.41
Constructs: is_triggered_only, add_political_power
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.41
	title = denmark.41.t
	desc = denmark.41.d
	picture = GFX_r56i_generic_event_06
	is_triggered_only = yes
	option = {
		name = denmark.41.a
		add_political_power = -25
		activate_mission = den_oligarchy_coup
	}
}
### Entity: State History
Component: 478
Constructs: add_core_of
Source: game
File: history/states/478-Nayarit.txt

Code:
state = {
	id = 478
	name = STATE_478
	manpower = 2470875
	state_category = town
	resources = {
		tungsten = 8
	}
	history = {
		owner = MEX
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = MEX
		victory_points = {
			13089 10
		} {
			10172 5
		} {
			12746 1
		}
	}
	provinces = {
		2051 5052 10172 12746 12873 13089
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: air_wing_140
Source: game
File: history/units/SWE_1936_air_legacy.txt

Code:
air_wings = {
	140 = {
		cv_nav_bomber_equipment_1 = {
			owner = SWE
			amount = 12
		}
	}
}
### Entity: Idea
Component: TMS_aco2
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_aco2 = {
	picture = generic_army_asia_4
	allowed = {
		original_tag = TMS
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: ideological_fanaticism
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = ideological_fanaticism
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = paramilitarism political_commissars
	}
	x = 1
	y = 1
	relative_position_id = paramilitarism
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		set_rule = {
			can_create_factions = yes
		}
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
	}
}
### Entity: Idea
Component: BUL_national_industry_02
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_national_industry_02 = {
	picture = bul_national_industry
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
		production_factory_efficiency_gain_factor = 0.02
		production_factory_max_efficiency_factor = 0.02
		consumer_goods_factor = 0.1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_indian_national_army
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_indian_national_army
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = RAJ_war_taxes
	}
	x = 0
	y = 1
	relative_position_id = RAJ_war_taxes
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = idea_RAJ_the_indian_national_army
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_rebuild_baghdad
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_victory_points
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_rebuild_baghdad
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = IRQ_finish_the_railyways IRQ_rapid_industrialization
	}
	x = 1
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		controls_state = 291
	}
	completion_reward = {
		291 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_victory_points = {
			province = 2097
			value = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: turkey.115
Constructs: is_triggered_only, add_opinion_modifier, set_country_flag
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.115
	title = turkey.115.t
	desc = turkey.115.d
	picture = GFX_report_event_german_turkish_pact
	is_triggered_only = yes
	option = {
		name = turkey.115.a
		set_country_flag = anti_comintern_member
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = anti_comintern_pact_opinion
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = anti_comintern_pact_opinion
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = pact_against_us
			}
		}
	}
}
### Entity: Equipment
Component: mio_cat_eq_only_light_fighter
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_only_light_fighter = {
	equipment_type = {
		small_plane_airframe_0 small_plane_airframe_1 small_plane_airframe_2 small_plane_airframe_3 small_plane_airframe_4 small_plane_airframe_5 cv_small_plane_airframe_0 cv_small_plane_airframe_1 cv_small_plane_airframe_2 cv_small_plane_airframe_3 cv_small_plane_airframe_4 fighter_equipment_0 fighter_equipment_1 fighter_equipment_2 fighter_equipment_3 cv_fighter_equipment_0 cv_fighter_equipment_1 cv_fighter_equipment_2 cv_fighter_equipment_3 jet_fighter_equipment rocket_interceptor_equipment
	}
}
### Entity: State History
Component: 893
Constructs: add_core_of
Source: game
File: history/states/893-Karas.txt

Code:
state = {
	id = 893
	name = STATE_893
	manpower = 46200
	state_category = wasteland
	history = {
		owner = SAF
		buildings = {
			infrastructure = 2
		}
		add_core_of = SAF NMB
	}
	provinces = {
		2229 5154 5189 7605 10963
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: BAH_nccr
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = BAH
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: BALTIC_restore_workers_republic_idea
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_restore_workers_republic_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.1
		stability_weekly = -0.01
	}
}
### Entity: Country History
Country: ECU
Component: ECU_misc
Constructs: recruit_character, limit, set_technology, add_political_power, has_dlc, set_country_flag, set_convoys, add_command_power
Source: game
File: history/countries/ECU - Ecuador.txt

Code:
# Misc for ECU
capital = 305
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
set_country_flag = monroe_doctrine
set_convoys = 5
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = ECU_1939
	set_technology = {
		gw_artillery = 1
		infantry_weapons1 = 1
		infantry_weapons2 = 1
		support_weapons = 1
		tech_trucks = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	recruit_character = ECU_aurelio_mosquera
	promote_character = ECU_aurelio_mosquera
	retire_character = ECU_federico_páez
}
### Entity: Idea
Component: AFG_pashtunwali_r56
Constructs: war_support_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_pashtunwali_r56 = {
	picture = AFG_pashtunwali_r56
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.05
		war_support_factor = 0.05
		fascism_drift = 0.05
		consumer_goods_factor = 0.05
		mobilization_laws_cost_factor = -0.15
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_carriers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_carriers
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = HUN_submarines
	}
	x = 2
	y = 4
	relative_position_id = HUN_naval_warfare
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_tech_bonus = {
			name = HUN_carriers
			bonus = 3.0
			uses = 1
			category = cv_tech
		}
	}
}
### Entity: State History
Component: 876
Constructs: add_core_of
Source: game
File: history/states/876 - Volga Germany.txt

Code:
state = {
	id = 876
	name = STATE_829
	manpower = 618530
	state_category = rural
	resources = {
		steel = 14
		tungsten = 6
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV VGE
		victory_points = {
			11523 2
		} {
			9432 1
		}
	}
	provinces = {
		3517 3518 6479 6506 6539 6575 6601 9432 9475 11395 11460 11523
	}
	local_supplies = 9.0
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_aircraft_experiments
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_aircraft_experiments
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = LIE_develop_indigenous_models
	}
	mutually_exclusive = {
		focus = LIE_the_mighty_balzers
	}
	x = -1
	y = 1
	relative_position_id = LIE_develop_indigenous_models
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cv_tech
		}
	}
}