Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: GER_speer_fuhrer
Constructs: political_power_gain, industrial_capacity_factory, production_speed_buildings_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_speer_fuhrer = {
	random = no
	political_power_gain = 0.25
	production_speed_buildings_factor = 0.05
	fascism_drift = 0.01
	industrial_capacity_factory = 0.1
	industrial_capacity_dockyard = 0.1
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_power_to_the_tsar
Constructs: add_ideas, add_stability, completion_reward, add_political_power, add_popularity, remove_political_advisor
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_power_to_the_tsar
	icon = GFX_focus_BUL_power_to_the_tsar
	relative_position_id = BUL_oppose_the_royal_dictatorship
	x = 16
	y = 0
	cost = 10
	mutually_exclusive = {
		focus = BUL_oppose_the_royal_dictatorship
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_political_power = 50
		add_stability = -0.05
		add_ideas = BUL_tsar_boris_positive_01
		BUL_zveno_low_loyalty_decrease_effect = yes
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_nsm_low_loyalty_increase_effect = yes
		custom_effect_tooltip = BUL_power_to_the_tsar_tt remove_political_advisor
		show_ideas_tooltip = BUL_vasil_kolarov
	}
}
### Entity: Idea
Component: MEX_astimar_pacific
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_astimar_pacific = {
	allowed = {
		original_tag = MEX
	}
	available = {
		has_completed_focus = MEX_focus_pacific_coast_naval_yards
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		pacific_fleet_naval_manufacturer
	}
}
### Entity: Character
Component: POR_lobato_guerra
Constructs: has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_lobato_guerra = {
	advisor = {
		slot = army_chief
		idea_token = POR_lobato_guerra
		allowed = {
			original_tag = POR
			NOT = {
				has_dlc = La Resistance
			}
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_lobato_guerra
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: Event
Component: r56_afghanistan.16
Constructs: is_triggered_only, limit, has_country_flag, fire_only_once, add_corps_commander_role, has_power_balance, add_power_balance_value, set_party_name
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.16
	picture = GFX_report_event_soviet_purge_officers_01
	title = r56_afghanistan.16.t
	desc = r56_afghanistan.16.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.16.a
		if = {
			limit = {
				has_country_flag = AFG_get_vitaly_primakov
			}
			add_corps_commander_role = {
				Character = AFG_vitaly_primakov
				traits = {
					cavalry_officer trait_reckless war_hero cavalry_leader
				}
				skill = 3
				attack_skill = 3
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 3
			}
		} {
			limit = {
				has_power_balance = {
					id = AFG_communist_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_communist_power_balance
				value = 0.05
				tooltip_side = AFG_khalq_side
			}
		}
		promote_character = AFG_nisar_muhammad
		set_party_name = {
			ideology = communism
			long_name = AFG_khalq_party_long
			name = AFG_khalq_party
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_new_forms_of_weaponry
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_tech, add_timed_idea, add_breakthrough_progress
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_new_forms_of_weaponry
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = ITA_prepare_for_the_coming_wars
	}
	x = 0
	y = 2
	relative_position_id = ITA_prepare_for_the_coming_wars
	cost = 10
	available = {
		has_tech = atomic_research
		if = {
			limit = {
				NOT = {
					has_country_flag = ITA_late_to_the_atomic_party_flag
				}
			}
			has_country_flag = ITA_pioneer_in_atomic_research_flag
		}
		else = {
			NOT = {
				has_country_flag = ITA_late_to_the_atomic_party_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_timed_idea = {
			idea = ITA_nuclear_research
			days = 1095
		}
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = ITA_enrico_fermi
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements_USA
Source: game
File: common/ai_focuses/USA.txt

Code:
ai_focus_military_advancements_USA = {
	research = {
		armor = 20.0
		jet_technology = 5.0
		land_doctrine = 100.0
		rocketry = 7.5
		radar_tech = 3.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 3.0
		motorized_equipment = 4.0
		nuclear = 100.0
		night_vision = 5.0
		train_tech = 5.0
	}
}
### Entity: Idea
Component: MEN_disorganized_army_idea_4
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/mengkukuo.txt

Code:
MEN_disorganized_army_idea_4 = {
	picture = HUN_heirs_of_the_huns
	removal_cost = -1
	allowed = {
		original_tag = MEN
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1
		conscription_factor = 0.1
	}
}
### Entity: Character
Component: HBC_zhang_yinwu
Source: game
File: common/characters/HBC.txt

Code:
HBC_zhang_yinwu = {
	name = Zhang Yinwu
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_5
			small = GFX_kr_portrait_asia_generic_land_5_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HBC_zhang_yinwu
		allowed = {
			OR = {
				original_tag = HBC XIC
			}
		}
		visible = {

		}
		available = {

		}
		traits = {
			IRQ_militant_politician
		}
	} {
		slot = high_command
		idea_token = HBC_zhang_yinwu2
		ledger = army
		allowed = {
			original_tag = HBC
		}
		traits = {
			army_infantry_1
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			militia_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Special Project
Component: sp_naval_nuclear_submarine
Constructs: limit, fire_only_once, has_dlc, breakthrough_cost, resource_cost, add_design_template_bonus, cost_factor, enable_equipments
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_nuclear_submarine = {
	specialization = specialization_naval
	project_tags = {
		sp_tag_nuclear_power sp_tag_submarine
	}
	ai_will_do = {
		base = 1
	}
	complexity = sp_complexity.insane
	prototype_time = sp_time.prototype.long
	allowed = {
		has_dlc = Gotterdammerung
	}
	special_project_parent = {
		sp_naval_fleet_submarine sp_nuclear_engines
	}
	available = {

	}
	breakthrough_cost = {
		specialization_naval = 3
	}
	resource_cost = {
		resources = {
			steel = 20
			chromium = 8
			tungsten = 8
		}
	}
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				add_design_template_bonus = {
					name = sp_naval_nuclear_submarine_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_nuclear_submarine
				}
			}
		}
		facility_state_effects = {

		}
		scientist_effects = {

		}
		enable_equipments = {
			limit = {
				has_dlc = Man the Guns
			}
			 = ship_hull_nuclear_submarine
		} {
			limit = {
				not = {
					has_dlc = Man the Guns
				}
			}
			 = nuclear_submarine
		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_failure_nuclear_accident
	}
	unique_prototype_rewards = {
		sp_naval_nuclear_submarine_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_nuclear_submarine_preference_a
				iteration_output = {
					country_effects = {
						if = {
							limit = {
								has_dlc = Man the Guns
							}
							add_equipment_bonus = {
								name = sp_nuclear_submarine_eq_bonus_ic_reduction
								bonus = {
									ship_hull_nuclear_submarine = {
										build_cost_ic = -0.1
										reliability = -0.05
										sub_visibility = 0.1
										naval_range = -0.1
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_nuclear_submarine_eq_bonus_ic_reduction
								bonus = 
# ... (truncated)
### Entity: Name List
Component: CZE
Source: game
File: common/names/00_names.txt

Code:
CZE = {
	male = {
		names = {
			Karel Josef Jaroslav František Rostislav Václav Antonín Milan Stanislav Slavomír Jan Vilém Bořivoj Vladimír Alois Matúš Vojtěch
		}
		surnames = {
			Havlíček Dvořák Novák Kolář Novotný Macháček Veselý Vaněk Němec Malý Adamec Suchý Havlík Horváth Majer Kocian Chalupa Ferko
		}
	}
	female = {
		names = {
			Marie Anna Hana Božena Alžběta Marta
		}
		surnames = {
			Havlíčková Dvořáková Nováková Kolářová Novotná Macháčková Veselá Vaňková Němcová Malá Adamcová Suchá Havlíková Horváthová Majerová Kocianová Chalupová Ferková
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/New_Zealand.html

Doc:
This article is considered accurate for the current version of the game.

|
Please help improve this article or section by expanding it. |

New Zealand

Capital provinceWellington

Government typeConstitutional Monarchy

FactionAllies

New Zealand was one of the first nations to enter the Second World War after the United Kingdom declared war on Germany after the invasion of Poland.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Unit Template
Component: MPL_MTN_01
Source: game
File: common/units/names_divisions/MPL_names_divisions.txt

Code:
MPL_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		MPL
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d Levantine Dibhijana
	ordered = {
		1 = {
			%d Levantine Dibhijana
		}
		2 = {
			%d Levantine Dibhijana
		}
		3 = {
			%d Levantine Dibhijana
		}
		4 = {
			%d Levantine Dibhijana
		}
		5 = {
			%d Levantine Dibhijana
		}
		6 = {
			%d Levantine Dibhijana
		}
		7 = {
			%d Levantine Dibhijana
		}
		8 = {
			%d Levantine Dibhijana
		}
		9 = {
			%d Levantine Dibhijana
		}
		10 = {
			%d Levantine Dibhijana
		}
	}
}
### Entity: State History
Component: 901
Constructs: add_core_of
Source: game
File: history/states/901-Vatican City.txt

Code:
state = {
	id = 901
	name = Vatican City
	provinces = {
		13313
	}
	history = {
		owner = PAP
		victory_points = {
			13313 15
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 1
		}
		add_core_of = PAP
	}
	manpower = 1000
	state_category = pastoral
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: 1. Bataljon Bornih Kola
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SLV_1936.txt

Code:
division = {
	name = 1. Bataljon Bornih Kola
	location = 9627
	division_template = Tenkovski Bataljon
	start_experience_factor = 0.3
	start_equipment_factor = 1
	force_equipment_variants = {
		gw_tank_equipment = {
			owner = YUG
			creator = FRA
		}
	}
}
### Entity: Idea
Component: PRC_exploit_our_enemys_mistake_idea
Constructs: has_war_with, army_attack_factor, removal_cost, recon_factor, planning_speed
Source: game
File: common/ideas/prc.txt

Code:
PRC_exploit_our_enemys_mistake_idea = {
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_war_with = JAP
		}
	}
	modifier = {
		army_attack_factor = 0.05
		army_speed_factor = 0.02
		recon_factor = 0.02
		land_reinforce_rate = 0.02
		planning_speed = 0.2
	}
}
### Entity: Military Industrial Organization
Component: ROM_icar_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/ROM_organization.txt

Code:
ROM_icar_organization = {
	include = generic_general_aircraft_organization
	icon = GFX_idea_ROM_ICAR
	allowed = {
		tag = ROM
		has_dlc = Death or Dishonor
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_expand_the_repair_yards
Constructs: prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, complete_tooltip, every_state
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_expand_the_repair_yards
	prerequisite = {
		focus = uk_battleship_focus uk_carrier_focus
	}
	icon = GFX_goal_generic_production
	x = -1
	y = 1
	relative_position_id = uk_battleship_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		has_dlc = Man the Guns
	}
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = ENG_expand_the_repair_yards_2dockyard
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = ENG_expand_the_repair_yards_2dockyard
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = ENG_expand_the_repair_yards
	}
}
### Entity: Trigger Reference
Construct: surrender_progress
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## surrender_progress

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if a country is close to surrendering
```
### Entity: Idea
Component: GER_production_effort_idea
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_production_effort_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_goods_red_bonus
	research_bonus = {
		industry = 0.07
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_form_mechanics
Constructs: prerequisite, add_ideas, completion_reward, complete_tooltip
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_form_mechanics
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = RUT_aviation_effort_2
	}
	mutually_exclusive = {
		focus = RUT_rocket_effort
	}
	x = 1
	y = 1
	relative_position_id = RUT_aviation_effort_2
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	complete_tooltip = {

	}
	completion_reward = {
		add_ideas = CRO_idea_trained_mechanics
	}
}
### Entity: Idea
Component: AFG_democratic_graduates
Constructs: stability_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_democratic_graduates = {
	allowed = {
		tag = AFG
	}
	removal_cost = -1
	picture = AFG_democratic_graduates
	modifier = {
		stability_factor = -0.1
		democratic_drift = 0.03
	}
}
### Entity: Character
Component: left_wing_nationalist
Source: game
File: common/country_leader/r56_traits.txt

Code:
left_wing_nationalist = {
	random = no
	join_faction_tension = 1
	generate_wargoal_tension = 0.25
	hidden_modifier = {
		ai_get_ally_desire_factor = -30
	}
}
### Entity: Idea
Component: EAI_DD_20/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Event
Component: arabia.4
Constructs: has_war, fire_only_once
Source: game
File: events/Saudi.txt

Code:
news_event = {
	id = arabia.4
	title = arabia.4.t
	desc = arabia.4.d
	picture = GFX_news_event_generic_rally_3
	fire_only_once = yes
	trigger = {
		date = > 1938.1.3
		SAU = {
			exists = yes
			has_war = no
		}
	}
	mean_time_to_happen = {
		days = 60
	}
	option = {
		name = arabia.4.a
		trigger = {
			NOT = {
				TAG = SAU
			}
		}
	} {
		name = arabia.4.b
		trigger = {
			TAG = SAU
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_infantry_first
Constructs: prerequisite, joint_focus, completion_reward, has_army_size, has_army_manpower, add_tech_bonus
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_infantry_first
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = NORDIC_unified_recruitment
	}
	mutually_exclusive = {
		focus = NORDIC_mechanized_army
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_unified_recruitment
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_army_size = {
			size = > 30
			type = infantry
		}
		has_army_manpower = {
			size = > 99999
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		army_experience = 40
		add_tech_bonus = {
			name = NORDIC_infantry_first
			bonus = 0.25
			uses = 2
			category = infantry_weapons
		}
	}
	completion_reward_joint_member = {
		army_experience = 20
		add_tech_bonus = {
			name = NORDIC_infantry_first
			bonus = 0.2
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: State History
Component: 1067
Constructs: add_core_of
Source: game
File: history/states/1067 - Battambang.txt

Code:
state = {
	id = 1067
	name = STATE_1067
	manpower = 1122000
	history = {
		owner = FRA
		add_core_of = CAM
		victory_points = {
			4251 1
		} {
			10467 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		4251 10134 10177 10467 12460 12447
	}
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: exiles
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### exiles
* description: exile host of this country
### Entity: Unit Leader
Component: JAP_IJA_loyalist
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
JAP_IJA_loyalist = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			original_tag = JAP
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Idea
Component: CZE_peace_on_our_time_central_european_faction_idea
Constructs: war_support_factor, removal_cost, guarantee_cost, coordination_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_peace_on_our_time_central_european_faction_idea = {
	name = CZE_peace_on_our_time
	picture = SPR_torchbearers_of_tomorrow
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		generate_wargoal_tension = -0.1
		guarantee_cost = -0.5
		justify_war_goal_time = -0.1
		faction_trade_opinion_factor = 0.1
		army_org_regain = 0.01
		coordination_bonus = 0.01
		cas_damage_reduction = 0.1
		war_support_factor = 0.1
		faction_influence_war_score_factor = 0.1
		land_bunker_effectiveness_factor = 0.1
		weekly_bombing_war_support = 0.001
	}
}
### Entity: Event
Component: denmark.54
Constructs: has_completed_focus, has_war, has_country_flag, has_global_flag, is_subject, clr_country_flag
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.54
	title = denmark.54.t
	desc = denmark.54.d
	picture = GFX_report_event_copenhagen_protests
	trigger = {
		tag = DEN
		NOT = {
			has_global_flag = DEN_use_DLC_tree
		} {
			has_country_flag = den_elections_disabled political_violence_resolved
			is_subject = yes
			has_war = yes
		}
		has_country_flag = den_no_violence_running
	}
	mean_time_to_happen = {
		days = 40
		modifier = {
			factor = 2
			OR = {
				has_completed_focus = DEN_Initiate_Economic_Reforms DEN_Strengthen_the_Labour_Unions
			}
			NOT = {
				has_completed_focus = DEN_Popular_Front_against_Fascism
			}
		}
	}
	option = {
		name = denmark.54.a
		clr_country_flag = den_no_violence_running
		den_initiate_violence = yes
	}
}
### Entity: Idea
Component: EAI_DD_5/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: BUL_ferdinands_puppet
Constructs: is_subject_of, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_ferdinands_puppet = {
	picture = generic_monarchist_uprising
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_subject_of = BUL
	}
	removal_cost = -1
	modifier = {
		cic_to_overlord_factor = 0.4
		mic_to_overlord_factor = 0.4
		master_ideology_drift = 0.5
	}
}
### Entity: Music Config
Component: base_music/army_of_the_braves
Source: game
File: music/nsb_songs.txt

Code:
music = {
	song = army_of_the_braves
	chance = {
		factor = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = POL
			}
		}
	}
}
### Entity: Character
Component: SHX_tan_fang
Source: game
File: common/characters/SHX.txt

Code:
SHX_tan_fang = {
	name = SHX_tan_fang
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = SHX_tan_fang
		ledger = air
		allowed = {
			original_tag = SHX
		}
		traits = {
			air_bomber_interception_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_berlin_moscow_axis
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with, is_faction_leader, is_subject, is_in_faction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_berlin_moscow_axis
	icon = GFX_SOV_the_berlin_moscow_axis_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_pacify_the_rim
	}
	x = 2
	y = 1
	relative_position_id = SOV_pacify_the_rim
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {
		is_in_faction_with = GER
		GER = {
			is_faction_leader = yes
		}
	}
	available_if_capitulated = no
	search_filters = {

	}
	available = {
		is_subject = no
		is_in_faction = no
		GER = {
			is_faction_leader = yes
			has_government = fascism
		}
	}
	completion_reward = {
		GER = {
			country_event = {
				id = NSB_soviet_fascist_tsarist.22
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: EGY_mohamed_ahmed_sadek
Source: game
File: common/characters/EGY.txt

Code:
EGY_mohamed_ahmed_sadek = {
	name = Mohamed Ahmed Sadek
	portraits = {
		army = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Mohamed_Ahmed_Sadek.dds
			small = GFX_idea_EGY_mohamed_ahmed_sadek
		}
	}
	corps_commander = {
		traits = {
			infantry_officer career_officer
		}
		skill = 1
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 6986
	}
}