Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_seek_domestic_allies
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_seek_domestic_allies
	icon = GFX_focus_generic_national_security
	prerequisite = {
		focus = RAJ_go_into_hiding
	}
	x = 0
	y = 1
	relative_position_id = RAJ_go_into_hiding
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_chief_of_army
		show_ideas_tooltip = RAJ_GOE_ukkirapandi_muthuramalinga_thevar RAJ_GOE_sarat_bose RAJ_mohan_singh
	}
}
### Entity: Scripted Effect
Component: ITA_start_civil_war_effect
Constructs: set_state_owner_to, has_completed_focus, limit, has_war_with, has_country_flag, has_state_flag, set_country_flag, set_cosmetic_tag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_start_civil_war_effect = {
	ITA_bop_remove_bop_effect = yes
	start_civil_war = {
		ideology = neutrality
		ruling_party = fascism
		capital = var:ROOT.ITA_cw_rds_capital
		states = all
		states_filter = {
			has_state_flag = ITA_cw_state_split
		}
		keep_all_characters = yes
		size = 0.35
	}
	set_country_flag = ITA_rsi_cw_flag
	set_cosmetic_tag = ITA_rsi
	random_other_country = {
		limit = {
			original_tag = ITA
			has_war_with = ROOT
		}
		set_country_flag = ITA_rds_cw_flag
		set_cosmetic_tag = ITA_rds
		set_variable = {
			ITA_rds_overlord = ROOT.ITA_rds_overlord
		}
	} {
		limit = {
			original_tag = ITA
			has_war_with = ROOT
		}
		if = {
			limit = {
				has_character = ITA_ferruccio_parri
			}
			promote_character = ITA_ferruccio_parri
		} {
			limit = {
				has_character = ITA_palmiro_togliatti
			}
			promote_character = ITA_palmiro_togliatti
		} {
			limit = {
				has_character = ITA_vittorio_emanuele_iii
			}
			promote_character = ITA_vittorio_emanuele_iii
		} {
			limit = {
				has_character = ITA_comitato_di_liberazione_nazionale
			}
			ITA_promote_cln_to_country_leader_communism = yes
			ITA_promote_cln_to_country_leader_democratic = yes
			ITA_promote_cln_to_country_leader_neutrality = yes
		}
		else_if = {
			limit = {
				has_character = ITA_prince_umberto
			}
			promote_character = ITA_prince_umberto
		}
	} {
		limit = {
			original_tag = ITA
			has_war_with = ROOT
		}
		load_focus_tree = {
			tree = italian_focus
			keep_completed = yes
		}
		if = {
			limit = {
				has_completed_focus = ITA_culto_del_duce
			}
			uncomplete_national_focus = {
				focus = ITA_culto_del_duce
				uncomplete_children = yes
			}
		} {
			limit = {
				OR = {
					has_global_flag = ITA_communist_cw_flag ITA_democratic_cw_flag
				}
			}
			if = {
				limit = {
					has_completed_focus = ITA_convene_the_grand_council
				}
				uncomplete_national_focus = {
					focus = ITA_convene_the_grand_council
					uncomplete_children = yes
				}
			} {
				limit = {
					has_completed_focus = ITA_foreign_affairs
				}
				uncomplete_national_focus = {
					focus = ITA_foreign_affairs
					uncomplete_children = yes
				}
			} {
				limit = {
					has_completed_focus = ITA_struggle_in_ethiopia
				}
				uncomplete_national_focus = {
					focus = ITA_struggle_in_ethiopia
				}
				unlock_national_focus = ITA_the_abyssinian_fiasco
			}
			unlock_national_focus = ITA_uni
# ... (truncated)
### Entity: Event
Component: DOD_yugoslavia.183
Constructs: is_triggered_only, add_timed_idea, add_to_variable, set_variable
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.183
	title = DOD_yugoslavia.183.t
	desc = DOD_yugoslavia.183.d
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.183.a
		add_timed_idea = {
			idea = armed_communist_militants
			days = 180
		}
		add_to_variable = {
			var = yug_additional_communist_support
			value = 0.1
		} {
			var = yug_total_com_size
			value = yug_additional_communist_support
		}
		set_variable = {
			var = yug_total_com_size
			value = party_popularity@communism
		}
	}
}
### Entity: Event
Component: ww_BEL_event_war.8
Constructs: is_triggered_only, limit, every_country, has_war_with, fire_only_once, add_political_power, set_global_flag, is_in_faction_with
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_war.8
	title = ww_BEL_event_war.8.t
	desc = ww_BEL_event_war.8.desc
	picture = GFX_report_event_german_parade_paris
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = FRA_and_BEL_already_sought_peace_flag
	}
	option = {
		name = ww_BEL_event_war.8.a
		every_country = {
			limit = {
				original_tag = BEL
				has_war_with = ROOT
			}
			country_event = {
				id = ww_BEL_event_war.9
				hours = 6
			}
		}
		effect_tooltip = {
			29 = {
				transfer_state_to = BEL
			}
			BEL = {
				add_political_power = 100
			}
			every_country = {
				limit = {
					OR = {
						original_tag = FRA
						is_in_faction_with = FRA
						is_subject_of = FRA
					}
				}
				white_peace = {
					tag = BEL
					message = treaty_of_calais
				}
			}
		}
	} {
		name = ww_BEL_event_war.8.b
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_mil_production_effort_2
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_state, is_in_home_area
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_mil_production_effort_2
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = ARG_mil_production_effort
	}
	x = 37
	y = 2
	cost = 10
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
			type = arms_factory
			level = 2
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modding Documentation
Construct: naval_dominance
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `naval_dominance`
Used to set the naval dominance for an AI area
```
ai_strategy = {
	type = naval_dominance
	id = winter_war_front # AI area key
	OR
	id = 271 # region id
	value = 99 # Percentage between 0 and 100
}
```
### Entity: AI Strategy
Component: USA_d_day_boost
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_d_day_boost = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_war_with = GER
		date = > 1943.9.1
		ITA = {
			surrender_progress = > 0.2
		}
	}
	abort = {
		OR = {
			date = > 1944.9.1
			AND = {
				16 = {
					is_controlled_by_ROOT_or_ally = yes
				}
				is_historical_focus_on = yes
			}
		}
	}
	ai_strategy = {
		type = invade
		id = GER
		value = 50
	} {
		type = area_priority
		id = normandy_landing_zone
		value = 400
	} {
		type = invasion_unit_request
		area = normandy_landing_zone
		value = 5
	}
}
### Entity: Event
Component: south_american_events.11
Constructs: ai_chance, division_template, limit, has_government, add_war_support, has_country_flag, add_stability, fire_only_once
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.11
	title = south_american_events.11.t
	desc = south_american_events.11.d
	picture = GFX_report_event_gre_militaristic_march
	trigger = {
		tag = PAR
		has_government = democratic
		date = > 1936.2.16
		is_subject = no
		has_civil_war = no
		has_dlc = Trial of Allegiance
	}
	mean_time_to_happen = {
		days = 1
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = south_american_events.11.a
		ai_chance = {
			base = 100
			modifier = {
				has_game_rule = {
					rule = PAR_AI_BEHAVIOR
					option = DEMOCRATIC
				}
				factor = 0
			}
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.07
		}
		add_manpower = 120000
		PAR_rafael_franco = {
			promote_leader = yes
		}
		news_event = {
			id = south_american_news.8
			days = 3
			random_days = 6
		}
	} {
		name = south_american_events.11.b
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_historical_focus_on = no
				NOT = {
					has_country_flag = PAR_AI_RANDOM_HISTORICAL PAR_AI_RANDOM_HISTORICAL
					has_game_rule = {
						rule = PAR_AI_BEHAVIOR
						option = COMMUNIST
					} {
						rule = PAR_AI_BEHAVIOR
						option = HISTORICAL
					}
				}
			} {
				has_game_rule = {
					rule = PAR_AI_BEHAVIOR
					option = DEMOCRATIC
				}
				add = 500
			} {
				OR = {
					has_game_rule = {
						rule = PAR_AI_BEHAVIOR
						option = DEFAULT
					} {
						rule = PAR_AI_BEHAVIOR
						option = HISTORICAL
					}
				}
				factor = 0
			}
		}
		add_war_support = -0.25
		add_stability = -0.3
		add_popularity = {
			ideology = communism
			popularity = -0.1
		} {
			ideology = fascism
			popularity = 0.1
		}
		division_template = {
			name = Anti-Socialist Militia
			is_locked = no
			priority = 2
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {

			}
		}
		start_civil_war = {
			ideology = communism
			ruling_party = democratic
			size = 0.9
			division_template = {
				name = Peasant Militia
				is_locked = no
				priority = 2
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_PRODUCTION_MS_DD_navy_production_strategies
Constructs: limit, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_MS_DD_navy_production_strategies = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_MS_DD_navy_production_strategy_1
			}
		}
		set_country_flag = EAI_MS_DD_navy_production_strategy_1
	} {
		limit = {
			has_country_flag = EAI_enemy_mines_on_our_coasts
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_MS_DD_navy_production_strategy_2
				}
			}
			set_country_flag = EAI_MS_DD_navy_production_strategy_2
		}
	}
	else = {
		clr_country_flag = EAI_MS_DD_navy_production_strategy_2
	}
}
### Entity: Order of Battle
Component: 1. Compagnie d'Artillerie et de Génie
Constructs: division_template
Source: game
File: history/units/COG_1939.txt

Code:
division = {
	name = 1. Compagnie d'Artillerie et de Génie
	location = 10968
	division_template = Compagnie d'Artillerie et de Génie
	start_experience_factor = 0.1
	start_equipment_factor = 1
}
### Entity: Scripted Effect
Component: ETH_arbegnoch_uprising
Constructs: division_template, every_owned_state, limit, is_locked, check_variable, create_unit, allow_spawning_on_enemy_provs
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_arbegnoch_uprising = {
	delete_unit_template_and_units = {
		division_template = Arbegnoch Fighters
		disband = yes
	}
	division_template = {
		name = Arbegnoch Fighters
		is_locked = yes
		division_names_group = ETH_ARB
		priority = 0
		template_counter = 0
		regiments = {
			irregular_infantry = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 0
				y = 2
			}
		}
	}
	every_owned_state = {
		limit = {
			check_variable = {
				ETH_resistance_force_strength = > 0
			}
		}
		create_unit = {
			division = division_template = "Arbegnoch Fighters" start_experience_factor = 0.2  start_equipment_factor = 0.75
			owner = ROOT
			allow_spawning_on_enemy_provs = yes
			count = ETH_resistance_force_strength
		}
	}
}
### Entity: Raid
Component: AND
Constructs: has_dlc, is_literally_china
Source: game
File: common/raids/categories/raid_categories.txt

Code:
AND = {
	has_dlc = No Compromise, No Surrender
	is_literally_china = yes
}
### Entity: State History
Component: 1005
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1005-Pernambuco.txt

Code:
state = {
	id = 1005
	name = STATE_1005
	manpower = 2032309
	state_category = town
	history = {
		owner = BRA
		buildings = {
			infrastructure = 1
			5168 = {
				naval_base = 4
			}
		}
		add_core_of = BRA
		add_to_array = {
			state_victory_points = 5168
		}
		victory_points = {
			5168 3
		}
	}
	provinces = {
		5168 10939 10967 1446 5182 12961 10345 8227
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mon_focus
Component: MON_gather_ulaanbaatar_conference
Constructs: prerequisite, completion_reward, add_political_power, is_subject, has_global_flag
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_gather_ulaanbaatar_conference
	icon = GFX_focus_jap_cast_the_die
	x = -2
	y = 1
	relative_position_id = MON_dream_of_greater_mongolia
	cost = 15
	prerequisite = {
		focus = MON_dream_of_greater_mongolia
	}
	mutually_exclusive = {
		focus = MON_a_pragmatic_diplomacy
	}
	available = {
		is_subject = no
		NOT = {
			has_global_flag = MON_abandoned_ulaabaatar_conference_flag
		}
	}
	ai_will_do = {
		factor = 30
	}
	select_effect = {
		country_event = {
			id = mongol_greater_mongolia.15
			days = 7
		}
	}
	completion_reward = {
		add_political_power = 200
		MON = {
			country_event = {
				id = mongol_greater_mongolia.23
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Unit Template
Component: VIN_CL_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/VIN_ship_names.txt

Code:
VIN_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		VIN
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = VPNS 
	fallback_name = HQ %d
}
### Entity: AI Strategy
Component: ai_focus_naval_air_ETH
Source: game
File: common/ai_focuses/ETH.txt

Code:
ai_focus_naval_air_ETH = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_cockatoo_island_shipyards
Constructs: limit, completion_reward, is_coastal, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_cockatoo_island_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 11
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		navy_experience = 25
		random_state = {
			limit = {
				has_state_flag = AST_cockatoo_island_shipyards_DY
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = Cockatoo_doe
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			prioritize = {
				285
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				NOT = {
					state = 674
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = AST_cockatoo_island_shipyards_DY
		}
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = Cockatoo_doe
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_the_secret_army
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_the_secret_army
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = BEL_secretaries_general
	}
	relative_position_id = BEL_secretaries_general
	x = -1
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_modify_belgian_resistance_state_dynamic_modifier_tt
		add_to_variable = {
			BEL_belgian_resistance_resistance_damage_to_garrison_on_our_occupied_states = 0.2
			tooltip = resistance_damage_to_garrison_on_our_occupied_states_tt
		}
	}
}
### Entity: State History
Component: 1136
Constructs: add_core_of
Source: game
File: history/states/1136-Auckland.txt

Code:
state = {
	id = 1136
	name = STATE_1136
	manpower = 326050
	resources = {
		coal = 1
	}
	state_category = city
	history = {
		owner = NZL
		add_core_of = NZL
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 2
			air_base = 2
			4543 = {
				naval_base = 3
			}
		}
		victory_points = {
			4543 10
		} {
			7887 1
		} {
			4718 1
		}
	}
	provinces = {
		4615 10334 10373 4543 1565 12362 12664 7887 4718 10710 7742 4748 1713 1746 10609 1786
	}
	local_supplies = 0.0
}
### Entity: Character
Component: PER_ahmad_khan_nakhjavan
Constructs: has_dlc
Source: game
File: common/characters/PER.txt

Code:
PER_ahmad_khan_nakhjavan = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		advisor = {
			slot = air_chief
			idea_token = PER_ahmad_khan_nakhjavan
			allowed = {
				original_tag = PER
			}
			traits = {
				air_chief_all_weather_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = PER_ahmad_khan_nakhjavan
		portraits = {
			army = {
				small = GFX_idea_generic_air_arab_1
			}
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		advisor = {
			slot = air_chief
			idea_token = PER_ahmad_khan_nakhjavan
			allowed = {
				original_tag = PER
			}
			traits = {
				air_chief_ground_support_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = PER_ahmad_khan_nakhjavan
		portraits = {
			army = {
				small = GFX_portrait_PER_ahmad_khan_nakhjavan_small
			}
		}
	}
}
### Entity: Shared Focus
Tree: afr_focus
Component: AFR_state_funded_projects
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, allow_branch, has_focus_tree, has_idea
Source: game
File: common/national_focus/r56_african_union_shared.txt

Code:
shared_focus = {
	id = AFR_state_funded_projects
	icon = GFX_goal_generic_state_economy
	prerequisite = {
		focus = AFR_ethnic_collaboration
	}
	text = HOA_state-funded_projects
	x = -2
	y = 1
	relative_position_id = AFR_ethnic_collaboration
	cost = 10
	allow_branch = {
		OR = {
			original_tag = LIB BOT ZIM MZB LES SWA SAF SEN TOG IVO CMR DAH GNA UGA TZN KEN BRD RWA GAM MLI VOL GNB AFA ORO QEM TIG BEG HAR SID GBA NGA SOK BIA
		}
		NOT = {
			has_focus_tree = horn_of_africa_tree
		}
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = HOA_state_funded_projects_idea
		}
	}
	completion_reward = {
		add_ideas = HOA_state_funded_projects_idea
	}
}
### Entity: Trigger Reference
Construct: has_damaged_buildings
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_damaged_buildings

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check for damaged buildings of nation
```
### Entity: Military Industrial Organization
Component: generic_range_focused_aircraft_organization
Constructs: equipment_bonus, production_bonus, has_tech, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_range_focused_aircraft_organization = {
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		always = no
	}
	equipment_type = {
		mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane transport_plane_equipment
	}
	research_categories = {
		mio_cat_all_light_aircraft_and_modules mio_cat_all_medium_aircraft_and_modules
	}
	tree_header_text = {
		text = mio_header_production
		x = 1
	} {
		text = mio_header_engines
		x = 3
	} {
		text = mio_header_wings
		x = 5
	} {
		text = mio_header_weapons
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_range_focused_aircraft_designer
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_range = 0.1
		}
	}
	trait = {
		token = generic_mio_trait_large_rudders_and_flaps
		name = generic_mio_trait_large_rudders_and_flaps
		icon = GFX_generic_mio_trait_icon_air_agility
		position = {
			x = 3
			y = 0
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_agility = 0.05
		}
	} {
		token = generic_mio_trait_variable_dihedral
		name = generic_mio_trait_variable_dihedral
		icon = GFX_generic_mio_department_icon_plane_medium_engine
		position = {
			x = 5
			y = 0
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_range = 0.1
			reliability = 0.1
		}
	} {
		token = generic_mio_trait_high_capacity_ammunition
		name = generic_mio_trait_high_capacity_ammunition
		icon = GFX_generic_mio_trait_icon_anti_air_attack
		position = {
			x = 7
			y = 0
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_attack = 0.1
		}
	} {
		token = generic_mio_trait_extra_cargo_doors
		name = generic_mio_trait_extra_cargo_doors
		icon = GFX_generic_mio_department_icon_air_transport_production
		position = {
			x = 9
			y = 0
		}
		limit_to_equipment_type = {
			transport_plane_equipment
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	} {
		token = generic_mio_trait_improved_air_frame_strength
		name = generic_mio_trait_improved_air_frame_strength
		icon = GFX_generic_mio_trait_icon_naval_range
		position = {
			x = 6
			y = 1
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		all_parents = {
			generic_mio_trait_variable_dihedral
		}
		equipment_bonus = {
			a
# ... (truncated)
### Entity: Decision
Component: LAT_delay_perkonkrust_decisions
Constructs: fire_only_once, has_active_mission, fascism_drift, complete_effect, democratic_drift, add_command_power, add_popularity
Source: game
File: common/decisions/LAT.txt

Code:
LAT_delay_perkonkrust_decisions = {
	LAT_equality_campaigns = {
		allowed = {
			original_tag = LAT
		}
		days_remove = 100
		cost = 50
		available = {
			has_active_mission = LAT_perkonkrust_uprising
		}
		ai_will_do = {
			factor = 100
		}
		visible = {
			has_active_mission = LAT_perkonkrust_uprising
		}
		modifier = {
			fascism_drift = -0.1
		}
		complete_effect = {

		}
	}
	LAT_empower_democrats = {
		allowed = {
			original_tag = LAT
		}
		days_remove = 100
		custom_cost_trigger = {
			command_power = > 49
		}
		custom_cost_text = decision_cost_CP_50
		available = {
			has_active_mission = LAT_perkonkrust_uprising
		}
		ai_will_do = {
			factor = 100
		}
		visible = {
			has_active_mission = LAT_perkonkrust_uprising
		}
		modifier = {
			fascism_drift = -0.2
			democratic_drift = 0.1
		}
		fire_only_once = yes
		complete_effect = {
			hidden_effect = {
				add_command_power = -50
			}
		}
	}
	LAT_support_loyalists = {
		allowed = {
			original_tag = LAT
		}
		days_remove = 70
		cost = 75
		available = {
			has_active_mission = LAT_perkonkrust_uprising
		}
		ai_will_do = {
			factor = 100
		}
		visible = {
			has_active_mission = LAT_perkonkrust_uprising
		}
		fire_only_once = yes
		complete_effect = {
			add_popularity = {
				ideology = fascism
				popularity = -0.1
			}
		}
	}
}