Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: MineLaying_1
Source: game
File: common/ai_navy/taskforce/generic_taskforce_templates.txt

Code:
MineLaying_1 = {
	allowed = {
		NOT = {
			original_tag = JAP ENG SOV USA ITA GER FRA
		}
	}
	ai_will_do = {
		factor = 1
	}
	mission = {
		mines_planting
	}
	min_composition = {
		destroyer = {
			amount = 1
			role = 4
		}
	}
	optimal_composition = {
		destroyer = {
			amount = 4
			role = 4
		}
		light_cruiser = {
			amount = 2
			role = 4
		}
	}
}
### Entity: Character
Component: UAE_ncm
Source: game
File: common/characters/UAE.txt

Code:
UAE_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = UAE_ncm
		allowed = {
			original_tag = UAE
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_3
		}
	}
}
### Entity: Event
Component: belgium.21
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier, set_country_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.21
	title = belgium.12.t
	desc = belgium.12.d
	picture = GFX_report_event_map_benelux
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 95
		}
		name = belgium.12.a
		HOL = {
			country_event = {
				id = belgium.13
				days = 1
			}
			add_ideas = BEL_economic_cooperation_within_benelux3
			set_country_flag = BEL_economic_iniative_yes_lux
			add_opinion_modifier = {
				target = LUX
				modifier = benelux_trade_deal
			}
		}
		BEL = {
			country_event = {
				id = belgium.16
				days = 1
			}
			add_ideas = BEL_economic_cooperation_within_benelux3
			set_country_flag = BEL_economic_iniative_yes_lux
			add_opinion_modifier = {
				target = LUX
				modifier = benelux_trade_deal
			}
		}
		LUX = {
			add_ideas = BEL_economic_cooperation_within_benelux3
			set_country_flag = BEL_economic_iniative_yes_lux
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_militarism
Constructs: prerequisite, add_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_militarism
	icon = GFX_goal_generic_army_elite
	prerequisite = {
		focus = SER_nationalism_focus
	}
	relative_position_id = SER_nationalism_focus
	x = -1
	y = 1
	cost = 10
	available = {
		has_government = fascism
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = militarism_focus
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Technology
Component: improved_ship_hull_light
Constructs: enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_light_3
	}
	enable_equipment_modules = {
		light_ship_engine_3
	}
	path = {
		leads_to_tech = advanced_ship_hull_light
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = mtgnavalfolder
		position = {
			x = 0
			y = 14
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			OR = {
				tag = ENG JAP USA
			}
		} {
			factor = 1.5
			date = > 1939.1.1
		} {
			factor = 1.5
			date = > 1940.1.1
		}
	}
	categories = {
		naval_equipment dd_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: idea_SIA_nsb_all_adults_serve
Constructs: industrial_capacity_factory, production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_nsb_all_adults_serve = {
	name = SIA_national_savings_bond
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_manpower_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.2
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
	}
}
### Entity: Modifier Reference
Component: ETH_state_local_retreat_modifier
Constructs: army_attack_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ETH_state_local_retreat_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_plans
	army_attack_factor = -0.15
	army_speed_factor = -0.25
}
### Entity: Event
Component: r56w.event.37
Constructs: has_country_flag, clr_country_flag, declare_war_on, annex_everything
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.37
	title = r56w.event.37.t
	desc = r56w.event.37.d
	picture = GFX_r56w_generic_event_06
	hidden = yes
	trigger = {
		has_country_flag = r56w_flag_dow_target
	}
	mean_time_to_happen = {
		days = 3
	}
	immediate = {
		clr_country_flag = r56w_flag_dow_target r56w_flag_toggle_toggle
	}
	option = {
		name = r56w.event.37.a
		WHY = {
			declare_war_on = {
				target = FROM
				type = annex_everything
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_expand_livgardet
Constructs: prerequisite, add_ideas, completion_reward, has_idea, has_wargoal_against, is_justifying_wargoal_against, set_country_flag
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_expand_livgardet
	icon = GFX_goal_SWE_expand_livgardet
	prerequisite = {
		focus = SWE_return_to_sweden_norway SWE_negotiate_with_norway
	}
	relative_position_id = SWE_return_to_sweden_norway
	x = -1
	y = 1
	cost = 5
	available = {
		OR = {
			threat = > 0.25
			NOT = {
				has_idea = SWE_swedish_disarmament_idea SWE_swedish_disarmament_1_idea
			}
			any_other_country = {
				OR = {
					has_wargoal_against = ROOT
					is_justifying_wargoal_against = ROOT
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		set_country_flag = SWE_recently_expanded_livgardet
		add_ideas = SWE_livgardet
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Country Tag
Component: SPA
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
SPA = {
	original_tag = SPR
	OR = {
		has_country_flag = SPR_nationalist_spain_flag scw_no_lar_nationalists
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Forced_Conscription
Constructs: shared_focus, prerequisite, has_war, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Forced_Conscription
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = GEN_Conquer GEN_Intervene
	}
	x = 1
	y = 1
	relative_position_id = GEN_Conquer
	cost = 5
	available_if_capitulated = yes
	available = {
		OR = {
			has_war = yes
			threat = > 0.25
		}
		NOT = {
			OR = {
				has_idea = service_by_requirement scraping_the_barrel all_adults_serve
			}
		}
	}
	completion_reward = {
		add_ideas = service_by_requirement
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Country History
Country: TON
Component: TON_technology
Constructs: set_technology
Source: game
File: history/countries/TON - Tonga.txt

Code:
# Starting Technologies for TON
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	tech_trucks = 1
	mtg_transport = 1
}
### Entity: Event
Component: BBA_italy_interaction_events.45
Constructs: is_triggered_only, fire_only_once, add_to_faction
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.45
	title = BBA_italy_interaction_events.45.t
	desc = BBA_italy_interaction_events.45.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = BBA_italy_interaction_events.45.a
		ROOT = {
			add_to_faction = FROM
		}
	}
}
### Entity: Idea
Component: NCY_aco2
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_aco2 = {
	picture = generic_army_europe_4
	allowed = {
		original_tag = NCY
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: CZE.313
Constructs: is_triggered_only, remove_building, add_resource
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.313
	title = CZE.313.t
	desc = CZE.313.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = CZE.313.a
		custom_effect_tooltip = new_resources remove_building
		add_resource = {
			type = oil
			amount = 6
			state = 73
		} {
			type = tungsten
			amount = 12
			state = 73
		} {
			type = chromium
			amount = 6
			state = 73
		}
		73 = {
			remove_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_anti_imperialism
Constructs: shared_focus, prerequisite, has_government, add_war_support, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_anti_imperialism
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = CHI_renegotiate_the_unequal_treaties
	}
	mutually_exclusive = {
		focus = CHI_imperial_legacy
	}
	x = 0
	y = 1
	relative_position_id = CHI_renegotiate_the_unequal_treaties
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			has_government = fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: State History
Component: 92
Constructs: add_core_of
Source: game
File: history/states/92-Lublin.txt

Code:
state = {
	id = 92
	name = STATE_92
	history = {
		victory_points = {
			11399 1
		}
		owner = POL
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			air_base = 1
		}
		add_core_of = POL
		1939.1.1 = {
			buildings = {
				air_base = 3
			}
		}
	}
	provinces = {
		3521 3559 6484 6580 9452 9521 9544 11399 11466
	}
	manpower = 2464600
	resources = {
		coal = 2
	}
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 9.0
}
### Entity: Name List
Component: CSA
Source: game
File: common/names/00_names.txt

Code:
CSA = {
	male = {
		names = {
			Adam Alexander William Henry Michael Samuel Joshua George John Matthew Mark Luke Lucas Jeffrey Ulysses Joseph Charles Russell Benjamin Robert Christopher Richard Chester Lafayette Nathaniel Francis James Donald Cyrus Ambrose Edward Eugene Augustus Norton Abner Isaac Amos Thomas Randolph Robert Jesse James Nathan George Joseph John Patrick Albert Braxton William Ambrose Jubal Richard Lewis Edmund Leonida Benjamin Wade Daniel Thomas Jonathan Stonewall Lemual Sterling Raphael Kirby Pierre Jonas Frank Charles Peter Rand Leslie Howard Malvin Oscar Henry Simon Edward Gideon Isaac Evander Jerome Alfred Cadmus Carnot Ezra Wilton Hamilton Matthew Richard Hiram Thomas Elkanah John William James Albert Wilburn Walter Hinchie Samuel Benjamin Henry Allison Horace Felix Jerome Lawrence Alexander Louis Steven Zach
		}
	}
	female = {
		names = {
			Mary Jane Kate Eleanor Charlotte Lisa Isabel Jay Carol Nancy Margaret
		}
	}
	surnames = {
		Smith Washington Grant Sherman Chamberlain Powell Clemens Abbott Abercrombie Allen Ames Anderson Barkhauer Andrews Appleton Armstrong Arthur Atkins Asboth Babcock Baker Pope Banks Barnard Barnes Barnum Barry Barstow Bartlett Bates Baxter Beatty Belknap Benton Blair Blunt Bradley Brown Buell Buford Burnside Butler Caldwell Campbell Carr Chapman Chipman Clayton Coburn Connor Conrad Cook Cooper Crittenden Custer Davies Davis Doubleday Ewing Farnsworth Ford Forsyth Foster Franklin Fry Gilbert Gregg Griffin Halleck Hamlin Hancock Harrison Hatch Hayes Heintzelman Hooker Howard Hunter Jackson Johnson Jones Keyes Kimball Lyon McArthur McClellan McCook McDowell Meade Mitchell Morgan Paine Phelps Porter Potter Reynolds Rice Rhodes Robinson Rosencrans Saloman Schenck Schofield Scott Sedgwick Seward Sheridan Sickles Sprague Stevens Stevenson Stone Sullivan Taylor Tyler Wade Wadsworth Wallace Ward Warner Wilson Wright Young Lee Jackson Johnson Beauregard Stuart Longstreet Forrest Pickett Mosby Cleburne Hood Breckenridge Bragg Barksdale Early Hill Ewell Morgan Armistead Semmes Smith Hampton Polk Cheatham Wheeler Pemberton Gordon Hardee Floyd Price Wise Van Dorn Loring Buckner Taylor Williams French Gibbs Hindman Anderson Sibley Garnett Magruder Pillow McLaws Rodes Heth Pender Trimble Kershaw Wofford Kemper Law Robertson Benning Hays Walker Iverson Wilcox Mahone Wright Pettigrew Archer Davis Lane Posey Scales Warner Imbo
# ... (truncated)
### Entity: AI Strategy
Component: USA_naval_carrier_light
Constructs: has_navy_size
Source: game
File: common/ai_equipment/USA_naval.txt

Code:
USA_naval_carrier_light = {
	category = naval
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		naval_carrier
	}
	priority = {
		factor = 25
		modifier = {
			factor = 0
			has_War = no
		} {
			factor = 3
			has_navy_size = {
				unit = carrier
				size = < 6
			}
		}
	}
	CVL_carrier = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 2500.0
			type = ship_hull_carrier_conversion_ca
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = carrier_ship_engine
				fixed_ship_secondaries_slot = ship_secondaries
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_fire_control_system cruiser_ship_engine carrier_ship_engine ship_radar ship_deck_space ship_carrier_armor
		}
	}
}
### Entity: Idea
Component: idea_RAJ_hindu_militarism
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_hindu_militarism = {
	allowed = {
		original_tag = RAJ
	}
	picture = MEX_revolutionary_army
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	modifier = {
		experience_gain_army = 0.2
		army_org_factor = 0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_self_propelled_support
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_self_propelled_support = {
	has_subdoctrine_in_track = infantry
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Character
Component: SLO_cyril_kuchta
Source: game
File: common/characters/SLO.txt

Code:
SLO_cyril_kuchta = {
	advisor = {
		slot = high_command
		idea_token = SLO_cyril_kuchta
		ledger = air
		allowed = {
			original_tag = SLO
		}
		cost = 150
		traits = {
			air_bomber_interception_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Cyril Kuchta
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
}
### Entity: Character
Component: DEN_prince_frederik
Constructs: has_completed_focus, has_dlc, has_character
Source: game
File: common/characters/DEN.txt

Code:
DEN_prince_frederik = {
	name = DEN_prince_frederik
	portraits = {
		navy = {
			small = GFX_portrait_DEN_frederik_ix_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = DEN_prince_frederik
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 75
		ai_will_do = {
			base = 1.0
		}
		available = {
			has_completed_focus = DEN_konge_og_faedreland
		}
		visible = {
			has_character = DEN_christian_x
		}
	}
}
### Entity: Character
Component: ANG_pot
Source: game
File: common/characters/ANG.txt

Code:
ANG_pot = {
	advisor = {
		slot = political_advisor
		idea_token = ANG_pot
		allowed = {
			original_tag = ANG
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: AI Strategy
Component: FRA_ConvoyRaiding_1
Source: game
File: common/ai_navy/taskforce/FRA_taskforce_templates.txt

Code:
FRA_ConvoyRaiding_1 = {
	allowed = {
		original_tag = FRA
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		convoy_raiding
	}
	min_composition = {
		submarine = {
			amount = 4
		}
	}
	optimal_composition = {
		submarine = {
			amount = 12
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_get_num_queued_buildings_at_target
Constructs: limit, set_temp_variable, check_level_pos, check_level_id, check_level_b, check_variable, is_in_array, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_get_num_queued_buildings_at_target = {
	set_temp_variable = {
		queued_amount_ = 0
	}
	for_each_loop = {
		array = PREV.EAI_PC_queue
		index = check_level_pos
		value = check_level_id
		break = check_level_b
		if = {
			limit = {
				check_variable = {
					PREV.EAI_PC_building_type^check_level_id = _project_building_type
				} {
					PREV.EAI_PC_target_state^check_level_id = THIS.id
				}
				if = {
					limit = {
						is_in_array = {
							global.EAI_PC_BUILDING_PROVINCIAL = _project_building_type
						}
					}
					check_variable = {
						PREV.EAI_PC_target_province^check_level_id = _project_province_id
					}
				} {
					limit = {
						check_variable = {
							_project_building_type = global.EAI_PC_RAIL
						}
					}
					check_variable = {
						PREV.EAI_PC_connect_province^check_level_id = _project_connect_id
					}
				}
			}
			add_to_temp_variable = {
				queued_amount_ = 1
			}
		}
	}
}
### Entity: Character
Component: in_prison
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
in_prison = {
	sprite = 5
	army_defence_factor = -0.2
	army_attack_factor = -0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: SWI_imperial
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SWI_alternate_strategy_plan.txt

Code:
SWI_imperial = {
	name = Swiss Protectorate Plan
	desc = 
	allowed = {
		SWI_bba = yes
	}
	enable = {
		OR = {
			has_game_rule = {
				rule = SWI_AI_BEHAVIOR
				option = SWI_IMPERIAL
			}
			has_country_flag = SWI_AI_RANDOM_IMPERIAL
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SWI_swiss_guiding_principles SWI_national_defense_fund SWI_reaffirm_spiritual_defense SWI_fortify_border_with_germany SWI_armed_neutrality SWI_ban_foreign_nazi_propaganda SWI_allied_gold SWI_gotthard_union SWI_promote_guisan SWI_national_redoubt SWI_all_adults_training SWI_veteran_sharpshooter_divisions SWI_reduce_military_training_age SWI_press_for_vorarlberg SWI_pre_empt_anschluss SWI_increase_defense_budget SWI_switzerland_on_the_offense SWI_buero_ha SWI_ban_national_movement_for_switzerland SWI_plains_warfare SWI_multipurpose_tanks SWI_extended_supply_lines SWI_demand_french_alps SWI_pro_helvetia SWI_patriotic_shooting_clubs SWI_demand_italian_alps SWI_alpine_redoubt SWI_the_alpine_protectorate SWI_bring_democracy_to_germany SWI_liberate_italy SWI_take_over_france SWI_train_swiss_women SWI_purchase_american_planes SWI_seek_allied_trade SWI_adopt_romansh SWI_heer_und_haus SWI_spirit_of_resistance SWI_fortify_ticino SWI_president_for_life SWI_fortify_austrian_border SWI_case_north SWI_aktion_nationaler_widerstand SWI_defend_the_skies SWI_anti_tank_divisions SWI_luftschutz SWI_fortify_sargans_gotthard_and_st_maurice SWI_expand_special_forces SWI_limited_censorship_of_the_press SWI_spirit_of_saint_bernard SWI_the_alpine_confederation
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_fair_election
Constructs: prerequisite, has_country_flag, completion_reward, has_stability, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_fair_election
	icon = GFX_focus_generic_election
	available = {
		NOT = {
			has_country_flag = {
				flag = INS_revolution_has_started
			}
		}
		has_stability = > 0.45
		democratic = > 0.6
	}
	prerequisite = {
		focus = INS_dissolve_national_party
	}
	mutually_exclusive = {

	}
	x = 2
	y = 4
	relative_position_id = INS_vice_presidential_edict
	ai_will_do = {
		base = 2
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = INS_republican_government_modifier_tt
		add_to_variable = {
			var = INS_republican_government_modifier_stability_factor
			value = 0.1
			tooltip = stability_factor_tt
		} {
			var = INS_republican_government_modifier_research_speed_factor
			value = 0.05
			tooltip = research_speed_factor_tt
		}
		country_event = {
			id = INS_political_events.5
			hours = 0
		}
	}
}
### Entity: Idea
Component: avions_fairey
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/belgium.txt

Code:
avions_fairey = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = BEL
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_trade_union_support
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_trade_union_support
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = BEL_problem_of_language
	}
	relative_position_id = BEL_problem_of_language
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_political_power = 50
		custom_effect_tooltip = BEL_modify_economic_downturn_dynamic_modifier_tt
		add_to_variable = {
			BEL_economic_downturn_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Order of Battle
Component: air_wing_454
Source: game
File: history/units/ENG_1936_air_bba.txt

Code:
air_wings = {
	454 = {
		small_plane_cas_airframe_0 = {
			owner = ENG
			amount = 32
			version_name = Fairey Gordon
		}
	}
}