Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: form_scandinavia_category
Constructs: has_dlc, is_subject, has_global_flag, complete_effect, set_cosmetic_tag, add_core_of, set_global_flag, is_historical_focus_on
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_scandinavia_category = {
	form_scandinavia = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = NOR DEN SWE
			} {
				has_dlc = Waking the Tiger Arms Against Tyranny
			}
		}
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = form_country_norway_required_states_tt
				controls_state = 110 142 143 144 920 921 922 923 924 925
			} {
				tooltip = form_country_sweden_required_states_tt
				controls_state = 38 124 138 139 140 141 666 913 915 916 917 918 919
			} {
				tooltip = form_country_denmark_required_states_tt
				controls_state = 37 99 337 910 911 912
			}
		}
		visible = {
			OR = {
				original_tag = NOR DEN SWE
			}
			NOT = {
				has_global_flag = form_nordic_league_flag
			} {
				has_global_flag = form_scandinavia_flag
			}
		}
		complete_effect = {
			set_cosmetic_tag = SCA_UNIFIED
			custom_effect_tooltip = form_country_norway_coring_states_tt form_country_sweden_coring_states_tt form_scandinavia_denmark_coring_states_tt
			hidden_effect = {
				110 = {
					add_core_of = ROOT
				}
				142 = {
					add_core_of = ROOT
				}
				143 = {
					add_core_of = ROOT
				}
				144 = {
					add_core_of = ROOT
				}
				920 = {
					add_core_of = ROOT
				}
				921 = {
					add_core_of = ROOT
				}
				922 = {
					add_core_of = ROOT
				}
				923 = {
					add_core_of = ROOT
				}
				924 = {
					add_core_of = ROOT
				}
				925 = {
					add_core_of = ROOT
				}
			} {
				124 = {
					add_core_of = ROOT
				}
				138 = {
					add_core_of = ROOT
				}
				139 = {
					add_core_of = ROOT
				}
				140 = {
					add_core_of = ROOT
				}
				141 = {
					add_core_of = ROOT
				}
				38 = {
					add_core_of = ROOT
				}
				666 = {
					add_core_of = ROOT
				}
				913 = {
					add_core_of = ROOT
				}
				915 = {
					add_core_of = ROOT
				}
				916 = {
					add_core_of = ROOT
				}
				917 = {
					add_core_of = ROOT
				}
				918 = {
					add_core_of = ROOT
				}
				919 = {
					add_core_of = ROOT
				}
			} {
				37 = {
					add_core_of = ROOT
				}
				99 = {
					add_core_of = ROOT
				}
				910 = {
					add_core_of = ROOT
				}
				911 = {
					add_core_of = ROOT
				}
				912 = {
					add_core_of = ROOT
				}
				337 = {
					add_core_of = ROOT
				}
			} {
				news_event = {
					id = wtt_news.53
					hours = 6
				}
				set_global_flag = form_scandinavia_flag
			}
		}
		ai_will_do = {
			fact
# ... (truncated)
### Entity: Idea
Component: CHL_cattle_and_wool
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_cattle_and_wool = {
	removal_cost = -1
	picture = generic_agrarian_society
	allowed = {
		always = no
	}
	available = {
		always = yes
	}
	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
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_military_youth
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_military_youth
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = POL_go_right
	}
	x = -1
	y = 2
	relative_position_id = POL_go_right
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = military_youth_focus
	}
}
### Entity: Idea
Component: JAP_military_purges
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/japan.txt

Code:
JAP_military_purges = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		neutrality_drift = 0.3
	}
}
### Entity: Event
Component: DOD_romania.22
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.22
	title = DOD_romania.22.t
	desc = DOD_romania.22.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_romania.22.a
		add_opinion_modifier = {
			target = FROM
			modifier = refused_alliance
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_a_cruiser_navy
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_a_cruiser_navy
	icon = GFX_focus_generic_cruiser2
	prerequisite = {
		focus = IRQ_study_foreign_built_ships
	}
	relative_position_id = IRQ_persian_gulf_supremacy
	x = 2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POL_a_cruiser_navy
			bonus = 1
			uses = 1
			category = cl_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = damage_control_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: USB_fritz_lob
Source: game
File: common/characters/USB.txt

Code:
USB_fritz_lob = {
	advisor = {
		slot = theorist
		idea_token = USB_fritz_lob
		ledger = air
		allowed = {
			original_tag = USB
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
}
### Entity: AI Strategy
Component: ENG_template_design_1
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_template_design_1 = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = < 1940.1.1
	}
	abort = {
		date = > 1940.1.1
	}
	ai_strategy = {
		type = template_prio
		id = infantry
		value = 40
	} {
		type = template_prio
		id = motorized
		value = -50
	} {
		type = template_prio
		id = cavalry
		value = -100
	} {
		type = template_prio
		id = light_armor
		value = 50
	} {
		type = template_prio
		id = medium_armor
		value = 30
	} {
		type = template_prio
		id = heavy_armor
		value = -100
	} {
		type = template_prio
		id = paratroopers
		value = -10
	} {
		type = template_prio
		id = mechanized
		value = -50
	}
}
### Entity: AI Strategy
Component: EAI_SOV_no_access_to_allies
Constructs: is_in_faction_with, has_war_together_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_no_access_to_allies = {
	enable = {
		OR = {
			tag = ENG
			is_in_faction_with = ENG
		}
		has_war_together_with = SOV
		NOT = {
			is_in_faction_with = SOV
		}
		ENG = {
			SOV = {
				NOT = {
					EAI_PREV_has_same_ideology_with_THIS = yes
				}
			}
		}
	}
	abort_when_not_enabled = yes
	reversed = yes
	ai_strategy = {
		type = diplo_action_desire
		id = SOV
		target = offer_military_access
		value = -2000
	} {
		type = diplo_action_acceptance
		id = SOV
		target = military_access
		value = -2000
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.49
Constructs: is_triggered_only, division_template, limit, is_locked, random_owned_controlled_state, is_core_of, is_fully_controlled_by, create_unit
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.49
	title = SEA_japan_foreign_policy.49.t
	desc = SEA_japan_foreign_policy.49.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.49.a
		JAP_setup_faction_wide_aoe_effects_from = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Peacebuilding National Army Division
				disband = yes
			}
			division_template = {
				name = Peacebuilding National Army Division
				division_names_group = CHI_INF_01
				role = garrison
				template_counter = 110
				is_locked = no
				regiments = {
					infantry = {
						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
					}
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
			}
			create_unit = {
				division = name = "1st Peacebuilding National Army Division" division_template = "Peacebuilding National Army Division" start_experience_factor = 0.3 start_equipment_factor = 0.9
				owner = ROOT
			} {
				division = name = "2nd Peacebuilding National Army Division" division_template = "Peacebuilding National Army Division" start_experience_factor = 0.3 start_equipment_factor = 0.9
				owner = ROOT
			} {
				division = name = "3rd Peacebuilding National Army Division" division_template = "Peacebuilding National Army Division" start_experience_factor = 0.3 start_equipment_factor = 0.9
				owner = ROOT
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: POL_fablok_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/POL_organization_r56.txt

Code:
POL_fablok_organization = {
	name = Fablok
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = POL
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Event
Component: wuw_HUN_news_events.9
Constructs: is_triggered_only
Source: game
File: events/WUW_Hungary.txt

Code:
news_event = {
	id = wuw_HUN_news_events.9
	title = wuw_HUN_news_events.9.t
	desc = wuw_HUN_news_events.9.desc
	picture = GFX_news_event_HUN_hungary_occupies_area
	major = no
	is_triggered_only = yes
	option = {
		name = wuw_HUN_news_events.9.a
		trigger = {
			TAG = HUN
		}
	} {
		name = wuw_HUN_news_events.9.b
		trigger = {
			TAG = AUS
		}
	} {
		name = wuw_HUN_news_events.8.c
		trigger = {
			NOT = {
				OR = {
					TAG = HUN AUS
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.200
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.200
	title = BBA_italo_ethiopian_war_events.200.t
	desc = BBA_italo_ethiopian_war_events.200.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.200.a
		add_political_power = 150
	}
}
### Entity: Order of Battle
Component: 4 Su jun Zhiyuanjun
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements.txt

Code:
division = {
	name = 4 Su jun Zhiyuanjun
	location = 12609
	division_template = Erjinzhi Juntuán
}
### Entity: Event
Component: mongol_genden.2
Constructs: is_triggered_only, limit, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.2
	title = mongol_genden.2.t
	desc = mongol_genden.2.d
	picture = GFX_report_event_physics_lab_02
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			activate_mission = MON_monthly_economic_report
		}
	}
	option = {
		name = mongol_genden.2.a
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: mongol_foreign_influence.2
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_war_with, add_stability, add_political_power, every_other_country
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_foreign_influence.2
	title = mongol_foreign_influence.2.t
	desc = mongol_foreign_influence.2.d
	picture = GFX_report_event_MON_diplomats_table_discussion
	is_triggered_only = yes
	option = {
		name = mongol_foreign_influence.2.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				ROOT = {
					surrender_progress = > 0.2
				}
			} {
				factor = 10
				ROOT = {
					surrender_progress = > 0.4
				}
			}
		}
		add_political_power = 15
		add_stability = -0.02
		if = {
			limit = {
				original_tag = SOV
			}
			MON = {
				MON_soviet_low_influence_increase_effect = yes
			}
		} {
			limit = {
				original_tag = JAP
			}
			MON = {
				MON_jap_low_influence_increase_effect = yes
			}
		} {
			limit = {
				original_tag = CHI
			}
			MON = {
				MON_chi_low_influence_increase_effect = yes
			}
		} {
			limit = {
				original_tag = PRC
			}
			MON = {
				MON_prc_low_influence_increase_effect = yes
			}
		}
		every_other_country = {
			limit = {
				has_war_with = MON
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			ROOT = {
				declare_war_on = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
		ROOT = {
			set_autonomy = {
				target = MON
				autonomous_state = autonomy_dominion
				freedom_level = 0.4
			}
		}
		MON = {
			add_ideas = MON_foreign_tribute_idea
		}
	} {
		name = mongol_foreign_influence.2.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				ROOT = {
					NOT = {
						is_neighbor_of = MON
					}
				}
			}
		}
		add_political_power = -25
		if = {
			limit = {
				original_tag = SOV
			}
			MON = {
				MON_soviet_high_influence_decrease_effect = yes
			}
		} {
			limit = {
				original_tag = JAP
			}
			MON = {
				MON_jap_high_influence_decrease_effect = yes
			}
		} {
			limit = {
				original_tag = CHI
			}
			MON = {
				MON_chi_high_influence_decrease_effect = yes
			}
		} {
			limit = {
				original_tag = PRC
			}
			MON = {
				MON_prc_high_influence_decrease_effect = yes
			}
		}
	}
}
### Entity: Event
Component: wtt_china.12
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china.12
	title = wtt_china.12.t
	desc = wtt_china.12.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = wtt_china.12.a
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_f_go_nuclear_project
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_war_with_major, cancel_if_invalid, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_f_go_nuclear_project
	icon = GFX_focus_JAP_f_go_nuclear_project
	prerequisite = {
		focus = JAP_fix_flawed_naval_designs
	} {
		focus = JAP_secure_the_sea_lanes
	}
	relative_position_id = JAP_fix_flawed_naval_designs
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		has_war_with_major = yes
		JAP_naval_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_completed_focus = JAP_ni_go_nuclear_project
				}
			}
			add_tech_bonus = {
				name = JAP_f_go_nuclear_project
				bonus = 0.25
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.15
			}
		}
		ELSE = {
			add_tech_bonus = {
				name = JAP_f_go_nuclear_project
				bonus = 1
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_add_or_modify_advanced_weapon_projects = yes
		add_to_variable = {
			JAP_advanced_weapons_sp_nuclear_engines_speed_factor = 0.25
			tooltip = sp_nuclear_engines_speed_factor_tt
		}
		JAP_small_naval_faction_gain = yes
	}
}
### Entity: Military Industrial Organization
Component: PHI_caloocan_railway_workshops_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_PHI_organization.txt

Code:
PHI_caloocan_railway_workshops_organization = {
	name = Caloocan Railway Workshops
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = PHI
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_wjw_rule_secured
Constructs: shared_focus, has_completed_focus, prerequisite, has_country_flag, completion_reward, allow_branch, has_global_flag, has_dlc
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_wjw_rule_secured
	icon = GFX_focus_RAJ_red_in_the_shadows
	prerequisite = {
		focus = KMT_for_better_or_worse_the_fate_of_china
	}
	available = {

	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	allow_branch = {
		NOT = {
			AND = {
				has_global_flag = chi_dlc_focus_tree
				has_dlc = No Compromise, No Surrender
			}
		} {
			has_completed_focus = CHI_seek_japanese_support
		} {
			has_country_flag = KMT_taiwan
		} {
			has_completed_focus = MAN_bolster_nationalism
		} {
			has_completed_focus = MAN_depose_the_weak_monarch_2
		} {
			has_completed_focus = MAN_the_kwantung_connection_2
		} {
			has_completed_focus = MAN_embrace_the_status_quo
		}
		original_tag = CHI
		has_country_leader = {
			ruling_only = yes
			character = CHI_wang_jingwei
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = KMT_for_better_or_worse_the_fate_of_china
	completion_reward = {
		set_country_flag = KMT_wjw_visible
		mark_focus_tree_layout_dirty = yes
		unlock_national_focus = KMT_wang_jingweis_rise
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_relocate_from_yildiz_palace
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_relocate_from_yildiz_palace
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = TUR_expand_the_golcuk_naval_base
	}
	x = 0
	y = 1
	relative_position_id = TUR_expand_the_golcuk_naval_base
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		341 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		345 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				} {
					type = naval_base
					level = 4
					province = 10056
					instant_build = yes
				} {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: GEN_Strenghten_Monarchy_I
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Strenghten_Monarchy_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = HUN_hungarian_monarchy
	modifier = {
		neutrality_drift = 0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_form_the_jagdwaffe
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, add_to_variable, has_dlc, create_equipment_variant, allow_without_tech
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_form_the_jagdwaffe
	icon = GFX_focus_SOV_flying_clubs
	prerequisite = {
		focus = GER_expanding_the_luftwaffe
	}
	x = 3
	y = 1
	relative_position_id = GER_expanding_the_luftwaffe
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_AIR_XP FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = GER_form_the_jagdwaffe
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		GER_modify_airforce_modifier = yes
		add_to_variable = {
			GER_military_air_ace_generation_chance_factor = 0.25
			tooltip = air_ace_generation_chance_factor_tt
		} {
			GER_military_air_agility_factor = 0.05
			tooltip = air_agility_factor_tt
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_equipment_variant = {
				name = FW 190
				type = small_plane_airframe_2
				allow_without_tech = no
				design_team = mio:GER_messerschmitt_organization
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_2_1x
				}
				icon = GFX_GER_fighter2_medium
				model = GER_fighter_equipment_2_entity
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = messerschmitt
				}
				swap_ideas = {
					remove_idea = messerschmitt
					add_idea = GER_messerschmitt_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = messerschmitt
						add_idea = GER_messerschmitt_improved
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ace = {
			name = Erich
			surname = Hartmann
			callsign = Bubi
			type = fighter_genius
		} {
			name = Gerhard
			surname = Barkhorn
			callsign = Gerd
			type = fighter_genius
		} {
			name = Gunther
			surname = Rall
			callsign = Adlerauge
			type = fighter_genius
		}
		else = {
			mio:GER_messerschmitt_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
		}
	}
}
### Entity: Idea
Component: MAN_the_hsinking_plan
Constructs: removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_the_hsinking_plan = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	modifier = {
		max_planning = 0.05
	}
	picture = soviet_german_friendship
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.075
		defense_bonus_against = 0.075
	}
}
### Entity: Idea
Component: soviet_german_friendship
Constructs: limit, has_government, has_war_with, is_subject, is_in_faction_with, removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
soviet_german_friendship = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			AND = {
				tag = GER
				has_government = fascism
				SOV = {
					has_government = communism
				}
			} {
				tag = SOV
				has_government = communism
				GER = {
					has_government = fascism
				}
			}
		}
	}
	cancel = {
		OR = {
			AND = {
				tag = GER
				is_subject = yes
				has_war_with = SOV
				NOT = {
					is_in_faction_with = SOV
				}
			} {
				tag = SOV
				is_subject = yes
				has_war_with = GER
				NOT = {
					is_in_faction_with = GER
				}
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				tag = GER
				is_in_faction_with = SOV
			}
			GER = {
				dismantle_faction = yes
			}
		}
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = GER_dimantle_faction_tt
		communism_acceptance = 100
		fascism_acceptance = 100
	}
}
### Entity: Idea
Component: EAI_DD_5/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}