Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: egy_focus
Component: EGY_new_military_institute
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_new_military_institute
	icon = GFX_goal_generic_officers
	relative_position_id = EGY_radio_technologies
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_radio_technologies
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_to_variable = {
			EGY_the_egyptian_army_military_leader_cost_factor = -0.5
		} {
			EGY_the_egyptian_land_doctrine_cost_factor = -0.1
		}
		custom_effect_tooltip = EGY_new_military_institute_tt
		army_experience = 10
		add_tech_bonus = {
			name = EGY_new_military_institute
			bonus = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_crossing_the_atlantic
Constructs: prerequisite, limit, add_ideas, has_war_with, is_major, completion_reward, cancel_if_invalid, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_crossing_the_atlantic
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = GER_operation_sea_lion
	}
	x = 0
	y = 2
	relative_position_id = GER_operation_sea_lion
	cost = 10
	cancel_if_invalid = yes
	available = {
		is_subject = no
		custom_trigger_tooltip = {
			tooltip = GER_crossing_the_atlantic_trigger_tt
			NOT = {
				any_enemy_country = {
					is_major = yes
					any_controlled_state = {
						is_on_continent = europe
					}
				}
			}
		}
	}
	bypass = {
		USA = {
			exists = no
		}
	}
	will_lead_to_war_with = USA
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					OR = {
						has_war_with = USA
						has_wargoal_against = {
							target = USA
						}
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = USA
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = GER_crossing_the_atlantic
				cost_reduction = 0.25
				uses = 1
				category = special_forces_doctrine
			}
			custom_effect_tooltip = marine_subdoctrines_default_add_mastery_bonus_effect_tooltip
			hidden_effect = {
				add_mastery_bonus = {
					name = GER_crossing_the_atlantic
					bonus = 0.1
					days = 240
					sub_doctrine = marines_1
				} {
					name = GER_crossing_the_atlantic
					bonus = 0.1
					days = 240
					sub_doctrine = marines_2
				}
			}
		}
		add_tech_bonus = {
			bonus = 0.75
			uses = 1
			category = marine_tech
			name = GER_crossing_the_atlantic
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_crossing_the_atlantic_dockyards_tt
		add_ideas = GER_crossing_the_atlantic_ns
		if = {
			limit = {
				check_variable = {
					number_of_states_getting_dockyards = > 0
				}
			}
			custom_effect_tooltip = generic_states_affected_tt
			every_controlled_state = {
				limit = {
					has_state_flag = GER_crossing_the_atlantic_dockyards_built_flag
				}
				display_individual_scopes = yes
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		hidden_effect = {
			every_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_on_continent = europe
					is_coastal = yes
					arms_factory = > 1
					NOT = {
						has_sta
# ... (truncated)
### Entity: AI Strategy
Component: ENG_less_weapon_purchases_more_for_construction
Constructs: has_war
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_less_weapon_purchases_more_for_construction = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = < 1939.1.1
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_spend_factories
		value = -80
	} {
		type = equipment_market_buying_threshold
		id = infantry_equipment
		value = -20000
	}
}
### Entity: Idea
Component: COG_stc
Source: game
File: common/ideas/congo.txt

Code:
COG_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = COG
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Event
Component: germany.4
Constructs: is_triggered_only, has_war, limit, add_war_support, add_stability, add_political_power, add_named_threat, is_owned_by
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.4
	title = germany.4.t
	desc = germany.4.d
	picture = GFX_report_event_german_speech
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			add_named_threat = {
				threat = 12
				name = germany.4.t
			}
		}
	}
	option = {
		name = germany.4.a
		4 = {
			if = {
				limit = {
					is_owned_by = AUS
				}
				add_core_of = GER
			}
		}
		152 = {
			if = {
				limit = {
					is_owned_by = AUS
				}
				add_core_of = GER
			}
		}
		153 = {
			if = {
				limit = {
					is_owned_by = AUS
				}
				add_core_of = GER
			}
		}
		848 = {
			if = {
				limit = {
					is_owned_by = AUS
				}
				add_core_of = GER
			}
		}
		975 = {
			if = {
				limit = {
					is_owned_by = AUS
				}
				add_core_of = GER
			}
		}
		976 = {
			if = {
				limit = {
					is_owned_by = AUS
				}
				add_core_of = GER
			}
		}
		add_political_power = 75
		add_war_support = 0.1
		add_stability = 0.05
		army_experience = 10
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		set_country_flag = AUS_annexed
		AUS = {
			AUS_franz_bohme = {
				demote_leader = yes
				set_nationality = GER
			}
			AUS_eugen_beyer = {
				demote_leader = yes
				set_nationality = GER
			}
			AUS_lothar_rendulic = {
				set_nationality = GER
			}
			AUS_karl_eglseer = {
				set_nationality = GER
			}
		}
		annex_country = {
			target = AUS
			transfer_troops = yes
		}
		GER_anschluss_modify_mefo_bills_or_economy_of_conquest = yes
		GER_seize_gold_reserves_in_europe_peacefully = yes
		add_to_variable = {
			var = GER_mefo_bill_counter
			value = -10
		}
		USA = {
			set_country_flag = {
				flag = USA_anschluss_window
				days = 60
				value = 1
			}
		}
		if = {
			limit = {
				has_dlc = Death or Dishonor
				country_exists = YUG
				YUG = {
					has_war = no
				}
			}
			country_event = {
				id = DOD_yugoslavia.30
				days = 4
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.36
			}
			BEL = {
				country_event = {
					id = AUS_political_events.63
					hours = 12
				}
			}
		}
	}
}
### Entity: Event
Component: DOD_hungary.46
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.46
	title = DOD_hungary.46.t
	desc = DOD_hungary.46.desc
	picture = GFX_report_event_sign_treaty2
	is_triggered_only = yes
	option = {
		name = DOD_hungary.46.a
		add_opinion_modifier = {
			target = FROM
			modifier = HUN_refused_alliance
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_focus_on_domestic_production
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_focus_on_domestic_production
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = AUS_preparing_the_industry
	}
	mutually_exclusive = {
		focus = AUS_purchase_foreign_designs
	}
	x = 2
	y = 1
	relative_position_id = AUS_preparing_the_industry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = AUS_domestic_air_production
	}
}
### Entity: Event
Component: wtt_japan.22
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.22
	title = wtt_japan.22.t
	desc = wtt_japan.22.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	option = {
		name = wtt_japan.22.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: SPR_enrique_lister
Source: game
File: common/characters/SPR.txt

Code:
SPR_enrique_lister = {
	name = SPR_enrique_lister
	portraits = {
		army = {
			large = GFX_portrait_SPR_enrique_lister
			small = GFX_portrait_SPR_enrique_lister_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected infantry_leader trickster
		}
		skill = 3
		attack_skill = 2
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 1119
	}
}
### Entity: Character
Component: PHI_basilio_fernando
Source: game
File: common/characters/PHI.txt

Code:
PHI_basilio_fernando = {
	advisor = {
		slot = high_command
		idea_token = PHI_basilio_fernando
		ledger = air
		allowed = {
			original_tag = phi
		}
		traits = {
			air_airborne_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PHI_basilio_fernando
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_adopt_a_new_constitution
Constructs: prerequisite, add_ideas, completion_reward, add_country_leader_trait, remove_political_advisor
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_adopt_a_new_constitution
	icon = GFX_goal_generic_forceful_treaty
	relative_position_id = LIT_subsidize_food_industry
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_elect_the_fourth_seimas
	} {
		focus = LIT_form_the_youth_branch
	}
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		add_ideas = LIT_third_constitution_1
		add_country_leader_trait = tautos_vadas
		custom_effect_tooltip = available_political_advisor remove_political_advisor
		show_ideas_tooltip = LIT_vladas_mironas_r56 LIT_juozas_urbsys LIT_stasys_lozoraitis LIT_stasys_silingas
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 1038
Constructs: limit, add_core_of, has_dlc
Source: game
File: history/states/1038 - Jinan.txt

Code:
state = {
	id = 1038
	name = STATE_1038
	manpower = 25582133
	state_category = rural
	resources = {

	}
	history = {
		owner = CHI
		add_core_of = CHI PRC
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = SND
				add_core_of = SND
			}
		}
		victory_points = {
			1069 5
		} {
			4181 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 3
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
			}
			owner = CHI
			controller = JAP
		}
	}
	provinces = {
		1069 1084 1124 4010 4037 4071 4181 7129 7055 7092 7160 7189 7200 9956 9987 10003 10043 10072 10102 10119 11933 11962 11980 12015 12045 12069 12093
	}
	local_supplies = 4.0
}
### Entity: State History
Component: 561
Constructs: add_core_of
Source: game
File: history/states/561-TS 3.txt

Code:
state = {
	id = 561
	name = STATE_561
	manpower = 454281
	state_category = rural
	history = {
		owner = SOV
		add_core_of = SOV FER
		buildings = {
			infrastructure = 2
			arms_factory = 1
		}
		victory_points = {
			7851 1
		}
	}
	provinces = {
		1730 1739 1845 4731 4847 7691 7754 7785 7851 10678 12543 12591 12657 12660
	}
	local_supplies = 6.0
}
### Entity: Scripted Effect
Component: FIN_kallio_becomes_country_leader
Constructs: retire_country_leader, set_party_name
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_kallio_becomes_country_leader = {
	retire_country_leader = yes
	effect_tooltip = {
		promote_character = FIN_kyosti_kallio
	}
	set_party_name = {
		ideology = neutrality
		name = FIN_neutrality_party
		long_name = FIN_neutrality_party_long
	}
	FIN_reset_bop_for_new_leader = yes
}
### Entity: Idea
Component: COG_ethiopia_supporting_independence_idea
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/congo.txt

Code:
COG_ethiopia_supporting_independence_idea = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = 0.4
		political_power_factor = 0.1
	}
}
### Entity: Effect Reference
Construct: set_equipment_version_number
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_equipment_version_number

* Supported Scopes: COUNTRY
* Supported Targets: none

Changes current version number for a given equipment type to N.
The next equipment variant created from that type will have version number N+1.
### Entity: Scripted Trigger
Component: SOV_is_chinese_tag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_chinese_tag = {
	OR = {
		original_tag = CHI PRC SIK XSM YUN GXC SHX MEN MAN KHM NXM GSM XIC SND GDC SIC HBC
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_pool_technical_know_how
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_pool_technical_know_how
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = GER_shared_rd_programs
	}
	available = {
		is_subject = no
	}
	x = 1
	y = 1
	relative_position_id = GER_shared_rd_programs
	cost = 10
	ai_will_do = {
		factor = 3
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = GER_pool_technical_know_how
		custom_effect_tooltip = GER_pool_technical_know_how_tt
		hidden_effect = {
			every_other_country = {
				limit = {
					is_in_faction_with = GER
				}
				add_ideas = GER_pool_technical_know_how
			}
		}
	}
}
### Entity: Idea
Component: VEN_IFE
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_IFE = {
	picture = VEN_IFE
	available = {
		has_completed_focus = VEN_establish_IFE
	}
	allowed = {
		original_tag = VEN
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		infrastructure_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: BEL_mike_donnet
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_mike_donnet = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = air_chief
			idea_token = BEL_mike_donnet
			ledger = air
			allowed = {
				original_tag = BEL
			}
			traits = {
				air_chief_ground_support_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_mike_donnet
		portraits = {
			army = {
				small = GFX_portrait_BEL_mike_donnet_small
			}
		}
	}
}
### Entity: Idea
Component: SWE_ericsson
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/sweden.txt

Code:
SWE_ericsson = {
	picture = SWE_ericsson
	allowed = {
		original_tag = SWE
		has_dlc = Arms Against Tyranny
	}
	visible = {
		always = yes
	}
	cost = 150
	research_bonus = {
		radar_tech = 0.15
		electronics = 0.05
	}
	traits = {
		telephone_company
	}
}
### Entity: Character
Component: archbishop_cyprus
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
archbishop_cyprus = {
	stability_factor = 0.1
	monthly_population = 0.075
}
### Entity: Military Industrial Organization
Component: my_custom_mio
Constructs: equipment_bonus, production_bonus, has_political_power
Source: game
File: common/military_industrial_organization/organizations/mio.txt

Code:
my_custom_mio = {
	equipment_type = {
		infantry_equipment armor
	}
	research_categories = {
		infantry_weapons
	}
	allowed = {
		always = no
	}
	tree_header_text = {
		text = First Column
		x = 0
	} {
		text = Second Column
		x = 4.1
	} {
		text = Third Column
		x = 8
	}
	initial_trait = {
		limit_to_equipment_type = {
			infantry_equipment
		}
		equipment_bonus = {
			hard_attack = 0.1
		}
		production_bonus = {
			production_cost_factor = -0.1
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
	}
	trait = {
		token = custom_1
		limit_to_equipment_type = {
			infantry_equipment
		}
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.5
		}
		equipment_bonus = {
			soft_attack = 0.3
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.1
		}
		position = {
			x = 0
			y = 0
		}
		available = {
			owner = {
				has_political_power = > 10
			}
		}
	} {
		token = custom_2
		icon = GFX_industrial_org_trait_placeholder
		production_bonus = {
			production_cost_factor = -0.2
		}
		position = {
			x = 4
			y = 0
		}
	} {
		token = custom_3
		icon = GFX_industrial_org_trait_placeholder
		limit_to_equipment_type = {
			light_tank_chassis
		}
		equipment_bonus = {
			hard_attack = 0.3
		}
		position = {
			x = 8
			y = 0
		}
	} {
		token = custom_4
		icon = GFX_industrial_org_trait_placeholder
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.5
		}
		position = {
			x = 7
			y = 1
		}
		any_parent = {
			custom_3
		}
		mutually_exclusive = {
			custom_5
		}
	} {
		token = custom_5
		icon = GFX_industrial_org_trait_placeholder
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.5
		}
		position = {
			x = 9
			y = 1
		}
		any_parent = {
			custom_3
		}
		mutually_exclusive = {
			custom_4
		}
	} {
		token = custom_6
		icon = GFX_industrial_org_trait_placeholder
		equipment_bonus = {
			hard_attack = 0.1
		}
		production_bonus = {
			production_cost_factor = -0.1
		}
		position = {
			x = 0
			y = 2
		}
		any_parent = {
			custom_1
		}
	} {
		token = custom_7
		icon = GFX_industrial_org_trait_placeholder
		limit_to_equipment_type = {
			infantry_equipment light_tank_chassis
		}
		organization_modifier = {
			military_industrial_organization_funds_gain = 0.5
		}
		equipment_bonus = {
			soft_attack = 0.3
		}
		position = {
			x = 4
			
# ... (truncated)
### Entity: Character
Component: AFG_ghulam_yahya_khan_tarzi
Source: game
File: common/characters/AFG.txt

Code:
AFG_ghulam_yahya_khan_tarzi = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_ghulam_yahya_khan_tarzi
		allowed = {
			original_tag = AFG
		}
		traits = {
			AFG_director_of_public_health
		}
	}
	name = AFG_ghulam_yahya_khan_tarzi
	portraits = {
		army = {
			small = GFX_portrait_AFG_ghulam_yahya_khan_tarzi_small
		}
	}
}
### Entity: Decision
Component: DEN_occupation_category
Constructs: has_country_flag, has_dlc, is_subject, has_civil_war
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_occupation_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	priority = 101
	visible = {
		has_country_flag = DEN_has_occupation_flag
		is_subject = yes
		has_civil_war = no
	}
}
### Entity: Order of Battle
Component: air_wing_131
Source: game
File: history/units/ENG_1936_air_legacy.txt

Code:
air_wings = {
	131 = {
		fighter_equipment_0 = {
			owner = ENG
			amount = 72
		}
	}
}
### Entity: Character
Component: MAN_speaker_of_the_senate
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
MAN_speaker_of_the_senate = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.1
}
### Entity: Event
Component: wtt_infiltration.612
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.612
	title = wtt_infiltration.21.t
	desc = wtt_infiltration.21.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.21.a
	}
}
### Entity: Idea
Component: EAI_DD_18/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.18
			instant = yes
		}
	}
}
### Entity: Idea
Component: CZE_the_broad_coalition_idea_3
Constructs: has_government, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_the_broad_coalition_idea_3 = {
	picture = generic_victors_of_ww1
	name = CZE_the_broad_coalition_idea_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	modifier = {
		party_popularity_stability_factor = 0.075
		drift_defence_factor = 0.075
	}
}
### Entity: Idea
Component: IRQ_pan_arab_crackdown
Constructs: stability_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_pan_arab_crackdown = {
	allowed = {
		original_tag = IRQ
	}
	removal_cost = -1
	picture = bul_zveno
	modifier = {
		stability_factor = 0.1
		fascism_drift = -0.02
	}
}
### Entity: Idea
Component: EAI_DD_16/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.16
			instant = yes
		}
	}
}
### Entity: Character
Component: CAN_father_of_the_canadian_welfare_state
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CAN_father_of_the_canadian_welfare_state = {
	random = no
	sprite = 13
	production_speed_industrial_complex_factor = 0.05
	stability_factor = 0.1
}
### Entity: Character
Component: MZB_nt
Source: game
File: common/characters/MZB.txt

Code:
MZB_nt = {
	advisor = {
		slot = theorist
		idea_token = MZB_nt
		ledger = navy
		allowed = {
			original_tag = MZB
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Character
Component: BAN_nt
Source: game
File: common/characters/BAN.txt

Code:
BAN_nt = {
	advisor = {
		slot = theorist
		idea_token = BAN_nt
		ledger = navy
		allowed = {
			original_tag = BAN
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Character
Component: SWE_natanael_beskow
Constructs: has_government
Source: game
File: common/characters/SWE.txt

Code:
SWE_natanael_beskow = {
	advisor = {
		slot = political_advisor
		idea_token = SWE_natanael_beskow
		allowed = {
			original_tag = SWE
		}
		available = {
			OR = {
				has_government = democratic communism
			}
		}
		visible = {
			OR = {
				has_government = democratic communism
			}
		}
		traits = {
			appeaser
		}
		cost = 100
	}
	name = SWE_natanael_beskow
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_natanael_beskow_small
		}
	}
}
### Entity: Idea
Component: WES_nccr
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = WES
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_den_research_collab
Constructs: prerequisite, limit, completion_reward, is_subject_of, add_to_tech_sharing_group
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_den_research_collab
	icon = GFX_goal_tfv_generic_tech_sharing
	cost = 5
	ai_will_do = {
		factor = 2
	}
	prerequisite = {
		focus = ICE_look_den
	}
	available = {
		is_subject_of = DEN
	}
	x = 9
	y = 1
	completion_reward = {
		add_to_tech_sharing_group = DEN_ICE_research_group
		DEN = {
			add_to_tech_sharing_group = DEN_ICE_research_group
		}
		if = {
			limit = {
				GRN = {
					exists = yes
				}
			}
			GRN = {
				add_to_tech_sharing_group = DEN_ICE_research_group
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}