Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_DD_10/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Character
Component: MON_lee_shou_hsin
Source: game
File: common/characters/MON.txt

Code:
MON_lee_shou_hsin = {
	advisor = {
		slot = high_command
		idea_token = MON_lee_shou_hsin
		ledger = army
		allowed = {
			original_tag = MON
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MON_lee_shou_hsin
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: Event
Component: kmt.17
Constructs: is_triggered_only, limit, random_country, fire_only_once, create_wargoal, take_state_focus, is_in_faction_with, is_faction_leader
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.17
	title = kmt.17.t
	desc = kmt.17.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.17.a
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				524
			}
		}
		if = {
			limit = {
				FROM = {
					is_in_faction_with = ROOT
					ROOT = {
						is_faction_leader = no
					}
				}
			}
			random_country = {
				limit = {
					is_in_faction_with = ROOT FROM
					is_faction_leader = yes
				}
				remove_from_faction = ROOT
			}
			else = {
				if = {
					limit = {
						FROM = {
							is_in_faction_with = ROOT
							ROOT = {
								is_faction_leader = yes
							}
						}
					}
					remove_from_faction = FROM
				}
			}
		}
	}
}
### Entity: Character
Component: KUR_kamuran_ali_bedirxan
Source: game
File: common/characters/KUR.txt

Code:
KUR_kamuran_ali_bedirxan = {
	advisor = {
		slot = political_advisor
		idea_token = KUR_kamuran_ali_bedirxan
		allowed = {
			original_tag = KUR
		}
		traits = {
			fascist_demagogue
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: Country Tag
Component: SLW
Constructs: has_cosmetic_tag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
SLW = {
	original_tag = EIS
	has_cosmetic_tag = SLW
}
### Entity: Character
Component: SLO_fritz_gejza
Source: game
File: common/characters/SLO.txt

Code:
SLO_fritz_gejza = {
	advisor = {
		slot = high_command
		idea_token = SLO_fritz_gejza
		ledger = air
		allowed = {
			original_tag = SLO
		}
		cost = 100
		traits = {
			air_strategic_bombing_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Fritz Gejza
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: Character
Component: CHI_kwong_jiang
Constructs: has_completed_focus, limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/CHI.txt

Code:
CHI_kwong_jiang = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_kwong_jiang
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_asia_1
			}
		}
		advisor = {
			slot = political_advisor
			visible = {
				NOT = {
					original_tag = CHI
				}
			}
			available = {
				has_completed_focus = CHI_sea_legislative_yuan
			}
			idea_token = CHI_kwong_jiang
			traits = {
				democratic_reformer
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_kwong_jiang
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_asia_1
			}
		}
		advisor = {
			slot = political_advisor
			available = {
				has_completed_focus = CHI_legislative_yuan
				if = {
					limit = {
						has_dlc = Man the Guns
					}
					not = {
						has_autonomy_state = autonomy_supervised_state
					}
				}
			}
			idea_token = CHI_kwong_jiang
			traits = {
				democratic_reformer
			}
		}
	}
}
### Entity: Operation
Component: resistance_contacts_radio_circuits
Constructs: has_tech
Source: game
File: common/operation_phases/lar_resistance_contacts.txt

Code:
resistance_contacts_radio_circuits = {
	name = resistance_contacts_radio_circuits
	desc = resistance_contacts_radio_circuits_desc
	outcome = resistance_contacts_radio_circuits_outcome
	picture = GFX_phase_resistance_contacts_radio_circuits
	icon = GFX_phase_resistance_contacts_radio_circuits_small
	requirements = {
		ROOT = {
			has_tech = radio
		}
	}
	equipment = {
		support_equipment = 150
	}
}
### Entity: Idea
Component: SWE_hemvarnet_idea
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_hemvarnet_idea = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SWE_varnplikt
	modifier = {
		conscription = 0.01
		army_core_defence_factor = 0.05
		mobilization_speed = 0.1
	}
}
### Entity: Character
Component: LIE_ferdinand_risch
Constructs: has_government
Source: game
File: common/characters/LIE.txt

Code:
LIE_ferdinand_risch = {
	name = Ferdinand Risch
	portraits = {
		civilian = {
			small = GFX_idea_LIE_advisor_ferdinand_risch
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_ferdinand_risch
		allowed = {
			original_tag = LIE
		}
		visible = {
			has_government = democratic
		}
		available = {
			power_balance_value = {
				id = LIE_landtag_balance_of_power
				value = > 0.4
			}
		}
		traits = {
			compassionate_gentleman
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_developing_sumatra
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_developing_sumatra
	icon = GFX_focus_generic_develop_sumatra
	available = {
		controls_state = 672 1048 1049
		OR = {
			controls_state = 1050 1047
		}
	}
	prerequisite = {
		focus = INS_recovering_from_the_great_depression
	}
	x = 0
	y = 4
	relative_position_id = INS_recovering_from_the_great_depression
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				infrastructure = < 4
				impassable = no
			}
			prioritize = {
				672
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				infrastructure = < 5
				impassable = no
			}
			prioritize = {
				1048
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				infrastructure = < 5
				impassable = no
			}
			prioritize = {
				1049
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_return_of_the_government_in_exile
Constructs: has_government, completion_reward, add_political_power, is_puppet_of, create_corps_commander
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_return_of_the_government_in_exile
	icon = GFX_goal_generic_intelligence_exchange
	x = 16
	y = 0
	cost = 10
	mutually_exclusive = {

	}
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			OR = {
				AND = {
					is_puppet_of = JAP
					OR = {
						has_government = fascism neutrality
					}
				}
			}
			has_government = communism
		}
	}
	completion_reward = {
		add_political_power = 200
		create_corps_commander = {
			name = Kim Hong-il
			portrait_path = gfx/leaders/KOR/r56_portrait_KOR_Kim_Hong_Il.dds
			traits = {
				organizer
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 3
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: NAV_aa2
Source: game
File: common/ideas/navarra.txt

Code:
NAV_aa2 = {
	ledger = army
	picture = generic_army_europe_2
	allowed = {
		original_tag = NAV
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modding Documentation
Construct: print_radar_intel
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## print_radar_intel

Print the intel value breakdown generated by radar
### Entity: Event
Component: wtt_germany.21
Constructs: is_triggered_only, ai_chance, has_war, add_political_power, add_named_threat, create_wargoal, annex_everything
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.21
	title = wtt_germany.21.t
	desc = wtt_germany.21.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wtt_germany.21.a
		ai_chance = {
			factor = 90
		}
		add_named_threat = {
			threat = 10
			name = GER_soviet_securing_sphere
		}
		add_political_power = 100
		create_wargoal = {
			type = annex_everything
			target = FIN
		} {
			type = annex_everything
			target = POL
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.11
				hours = 6
			}
		}
	} {
		name = wtt_germany.21.b
		ai_chance = {
			factor = 10
			modifier = {
				has_war = no
				factor = 0
			}
		}
	}
}
### Entity: Character
Component: army_concealment_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_concealment_3 = {
	sprite = 9
	enemy_army_bonus_air_superiority_factor = -0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_establish_tankograd
Constructs: has_completed_focus, prerequisite, has_war, limit, is_major, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_establish_tankograd
	icon = GFX_goal_SOV_tankograd
	prerequisite = {
		focus = SOV_mass_tank_production_old
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	relative_position_id = SOV_mass_tank_production_old
	cancel_if_invalid = no
	available = {
		OR = {
			has_idea = war_economy tot_economic_mobilisation
		}
		has_war = yes
		any_enemy_country = {
			is_major = yes
		}
		has_global_flag = relocate_industry_from_leningrad
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				572
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = SOV_tankograd
		}
		custom_effect_tooltip = {
			localization_key = available_scientist_one_line_tt
			CHARACTER = SOV_joseph_yakovlevich_kotin
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: KOVO Voz.-Desantnye Voyska
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = KOVO Voz.-Desantnye Voyska
	location = 525
	division_template = Vozdushno-Desantnaya
	start_experience_factor = 0.3
}
### Entity: Idea
Component: AUS_defence_focus
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_defence_focus = {
	picture = YUG_federal_defense_council
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_defence_factor = 0.05
		dig_in_speed_factor = 0.1
	}
}
### Entity: Faction
Component: guarantee_threat_reduction_15
Constructs: stability_factor, has_government, is_historical_focus_on
Source: game
File: common/factions/rules/call_to_war_rules.txt

Code:
guarantee_threat_reduction_15 = {
	type = call_to_war_rules
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_government = democratic
			is_historical_focus_on = no
		} {
			add = 0.5
			has_government = democratic
			is_historical_focus_on = yes
		}
	}
	modifier = {
		guarantee_tension = -0.15
		stability_factor = -0.05
	}
	effect = {

	}
}
### Entity: Trigger Reference
Construct: count_triggers
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## count_triggers

* Supported Scopes: any
* Supported Targets: none

```
Returns true if the specified number of sub-triggers return true
count_triggers = { amount = 2 <trigger> <trigger> <trigger> }
```
### Entity: Music Config
Component: base_music/march_of_the_defenders
Constructs: has_government, is_major, has_war
Source: game
File: music/nsb_songs.txt

Code:
music = {
	song = march_of_the_defenders
	chance = {
		factor = 1
		modifier = {
			factor = 0.05
			has_war = no
		} {
			factor = 3
			OR = {
				original_tag = SOV
				has_government = communism
			}
		} {
			factor = 3
			has_war = yes
			any_enemy_country = {
				is_major = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: FIN_is_valid_allied_puppet_ai
Constructs: has_civil_war, is_subject, is_subject_of, is_in_faction_with, is_ai
Source: game
File: common/scripted_triggers/FIN_scripted_triggers.txt

Code:
FIN_is_valid_allied_puppet_ai = {
	exists = yes
	has_civil_war = no
	is_subject = yes
	NOT = {
		is_subject_of = ROOT
	}
	overlord = {
		is_in_faction_with = ROOT
	}
	is_ai = yes
}
### Entity: Character
Component: backroom_backstabber
Source: game
File: common/country_leader/00_traits.txt

Code:
backroom_backstabber = {
	sprite = 13
	subversive_activites_upkeep = -0.25
	drift_defence_factor = 0.25
	justify_war_goal_time = -0.1
	ai_will_do = {
		factor = 0.25
	}
}
### Entity: Idea
Component: idea_CHI_a_new_chapter
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_a_new_chapter = {
	picture = generic_reserve_divisions
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		surrender_limit = 0.15
		war_support_factor = 0.05
		stability_factor = 0.05
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.07
	}
}
### Entity: Character
Component: AFG_nur_muhammad_taraki
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_nur_muhammad_taraki = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_nur_muhammad_taraki
		allowed = {
			original_tag = AFG
		}
		visible = {

		}
		available = {
			has_completed_focus = AFG_socialist_coup
		}
		traits = {
			AFG_red_shirt_trait
		}
	}
	name = AFG_nur_muhammad_taraki
	portraits = {
		civilian = {
			small = GFX_portrait_AFG_nur_muhammad_taraki
		}
	}
}
### Entity: Character
Component: GER_party_schism
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_party_schism = {
	sprite = 13
	random = no
	political_power_factor = -0.15
	modifier_army_sub_unit_militia_attack_factor = -0.1
	party_popularity_stability_factor = -0.1
	fascism_drift = -0.03
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_hokushin_ron
Constructs: has_completed_focus, division_template, prerequisite, limit, has_country_flag, completion_reward, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_hokushin_ron
	icon = GFX_focus_JAP_hokushin_ron
	x = -28
	y = 1
	relative_position_id = JAP_sea_purge_the_kodoha_faction
	offset = {
		x = -34
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors
			}
		}
	}
	prerequisite = {
		focus = JAP_sea_purge_the_kodoha_faction JAP_revere_the_emperor_destroy_the_traitors
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_army_faction_is_not_subdued = yes
		OR = {
			NOT = {
				has_completed_focus = JAP_nanshin_ron
			}
			AND = {
				has_country_flag = {
					flag = JAP_nanshin_ron_started_flag
					days = > 180
				}
				custom_trigger_tooltip = {
					tooltip = JAG_nanshin_ron_focus_days_tt
					has_country_flag = {
						flag = JAP_nanshin_ron_started_flag
						days = > 180
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Asano Brigade
				disband = yes
			}
			division_template = {
				name = Asano Brigade
				division_names_group = SOV_CAV_01
				role = garrison
				template_counter = 110
				is_locked = no
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
				}
			}
		} {
			set_country_flag = JAP_hokushin_ron_started_flag
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
			}
			create_unit = {
				division = name = "Asano Brigade" division_template = "Asano Brigade" start_experience_factor = 0.3 start_equipment_factor = 0.9
				owner = ROOT
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		army_experience = 10
		air_experience = 5
		add_doctrine_cost_reduction = {
			name = JAP_strike_north_doctrine
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Military Industrial Organization
Component: SOV_plant_37_organization
Constructs: has_completed_focus, equipment_bonus, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/SOV_organization_r56.txt

Code:
SOV_plant_37_organization = {
	name = SOV_plant_37
	include = generic_mobile_tank_organization
	icon = GFX_idea_generic_industrial_concern_2
	allowed = {
		tag = SOV
	}
	available = {
		owner = {
			has_completed_focus = SOV_superior_war_machines
		}
	}
	visible = {

	}
	equipment_type = {
		mio_cat_eq_all_light_tank mio_cat_eq_all_medium_tank
	}
	research_categories = {
		mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules
	}
	initial_trait = {
		name = r56_mio_initial_trait_amphibious_tank_designer
		limit_to_equipment_type = {
			amphibious_tank_chassis
		}
		equipment_bonus = {
			soft_attack = 0.1
			reliability = 0.1
		}
	}
	add_trait = {
		token = JAP_mio_trait_simplified_amphibious_vehicles
		name = JAP_mio_trait_simplified_amphibious_vehicles
		icon = GFX_generic_mio_department_icon_ship_general_production
		special_trait_background = yes
		position = {
			x = 3
			y = 0
		}
		relative_position_id = generic_mio_trait_improved_boogies
		available = {

		}
		limit_to_equipment_type = {
			amphibious_tank_chassis amphibious_mechanized_equipment
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.07
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_POR
Source: game
File: common/ai_focuses/POR.txt

Code:
ai_focus_naval_air_POR = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_fight_for_iran
Constructs: has_completed_focus, completion_reward, has_defensive_war, has_civil_war, cancel_if_invalid, allow_branch, has_game_rule, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_fight_for_iran
	icon = GFX_focus_PER_fight_for_iran
	x = -52
	y = 1
	relative_position_id = PER_modernizing_iran
	cost = 0
	available = {
		has_defensive_war = yes
		has_civil_war = no
	}
	cancel_if_invalid = yes
	bypass = {

	}
	allow_branch = {

	}
	offset = {
		x = 11
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_rally_the_reformers
		}
	} {
		x = 13
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = PER_rally_behind_mosaddegh PER_iranian_culture PER_united_progressive_parties
			}
		}
	} {
		x = 15
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_legacy_of_greatness
		}
	} {
		x = 23
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_stand_with_giants
		}
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_homeland_not_fall_idea
			days = 180
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_manpower = 10000
	}
}
### Entity: Character
Component: resistance_banker
Source: game
File: common/country_leader/00_traits.txt

Code:
resistance_banker = {
	random = no
	sprite = 10
	consumer_goods_factor = -0.3
	resistance_growth_on_our_occupied_states = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: take_states, has_dynamic_modifier, has_civil_war, is_core_of, has_state_flag
Source: game
File: common/peace_conference/cost_modifiers/ETH_peace.txt

Code:
peace_action_modifiers = {
	ETH_agreed_state_peace_cost_modifier = {
		category = treaties_or_conferences
		peace_action_type = take_states
		enable = {
			FROM = {
				tag = ETH
			}
			FROM.FROM.FROM = {
				has_dynamic_modifier = {
					modifier = ETH_arranged_expansion_modifier
				}
			}
		}
		cost_multiplier = 0.55
	}
	ETH_end_of_civil_war_cost_modifier_low = {
		category = treaties_or_conferences
		peace_action_type = take_states
		enable = {
			FROM = {
				tag = ETH
				has_civil_war = yes
			}
			FROM.FROM.FROM = {
				is_core_of = ETH
				NOT = {
					has_state_flag = ETH_cede_state_flag
				}
			}
		}
		cost_multiplier = 0.2
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_naval_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_naval_bomber_focus
	icon = GFX_goal_CZE_naval_bomber_focus
	x = -2
	y = 1
	relative_position_id = CZE_a_new_strategy
	available = {

	}
	bypass = {

	}
	cost = 4.3
	prerequisite = {
		focus = CZE_a_new_strategy
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 15
		air_experience = 15
		add_tech_bonus = {
			name = nav_bomber_bonus
			bonus = 1.0
			ahead_reduction = 1
			uses = 1
			category = naval_bomber
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_SIK_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = SIK
		}
		requested_factories = 1
		progress = 0.82
		efficiency = 15
	}
}
### Entity: Wiki Documentation
Construct: smallimage
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
smallimage

No parameter = If no smallimage parameter is given then this template falls back to use the image parameter. If the image parameter also is empty then a small default image is used.
An image = Should be an image with usual wiki notation. 20px width is usually about right for boxes with one line of text, while 25px width is usually about right for boxes with two lines of text. For example:

```
smallimage = [[File:Gnome globe current event.svg|20px|alt=Clock over a larger globe]]
```

none = Means that no image is used. This overrides any image fed to image, when "small=left".