Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: JAP_government_faction_goes_up_from_tier_3_to_tier_4
Constructs: has_completed_focus, limit, swap_ideas, remove_idea, add_idea, has_idea, set_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_government_faction_goes_up_from_tier_3_to_tier_4 = {
	subtract_from_variable = {
		JAP_num_of_influential_imperial_factions = 1
	}
	swap_ideas = {
		remove_idea = JAP_government_faction_tier_3
		add_idea = JAP_government_faction_tier_4
	}
	IF = {
		limit = {
			NOT = {
				has_completed_focus = JAP_end_the_interservice_rivalry
			}
		}
		if = {
			limit = {
				OR = {
					has_idea = JAP_zaibatsu_faction_tier_4
					JAP_army_faction_is_tier_4 = yes
					JAP_naval_faction_is_tier_4 = yes
				}
			}
			JAP_add_influential_imperial_faction = yes
			if = {
				limit = {
					has_idea = JAP_zaibatsu_faction_tier_4
				}
				set_variable = {
					JAP_zaibatsu_faction_influence_level = JAP_tier_3_to_tier_4_small_gate
				}
				swap_ideas = {
					remove_idea = JAP_zaibatsu_faction_tier_4
					add_idea = JAP_zaibatsu_faction_tier_3
				}
			}
			else_if = {
				limit = {
					JAP_army_faction_is_tier_4 = yes
				}
				set_variable = {
					JAP_army_faction_influence_level = JAP_tier_3_to_tier_4_small_gate
				}
				if = {
					limit = {
						has_idea = JAP_army_faction_tier_4_greater_3
					}
					swap_ideas = {
						remove_idea = JAP_army_faction_tier_4_greater_3
						add_idea = JAP_army_faction_tier_3_greater_2
					} {
						remove_idea = JAP_naval_faction_tier_1_lesser_3
						add_idea = JAP_naval_faction_tier_1_lesser_2
					}
					custom_effect_tooltip = JAP_interservice_rivalry_effects
				}
				else_if = {
					limit = {
						has_idea = JAP_army_faction_tier_4_greater_2
					}
					swap_ideas = {
						remove_idea = JAP_army_faction_tier_4_greater_2
						add_idea = JAP_army_faction_tier_3_greater_1
					} {
						remove_idea = JAP_naval_faction_tier_2_lesser_2
						add_idea = JAP_naval_faction_tier_2_lesser_1
					}
					custom_effect_tooltip = JAP_interservice_rivalry_effects
				} {
					limit = {
						has_idea = JAP_army_faction_tier_4_greater_1
					}
					swap_ideas = {
						remove_idea = JAP_army_faction_tier_4_greater_1
						add_idea = JAP_army_faction_tier_3_equal_navy
					} {
						remove_idea = JAP_naval_faction_tier_3_lesser_1
						add_idea = JAP_naval_faction_tier_3_equal_army
					}
					custom_effect_tooltip = JAP_interservice_rivalry_effects
				}
			} {
				limit = {
					JAP_naval_faction_is_tier_4 = yes
				}
				set_variable = {
					JAP_naval_faction_influence_level = JAP_tier_3_to_tier_4_small_gate
				}
				if = {
					li
# ... (truncated)
### Entity: AI Strategy
Component: DEN_r56_fascist_plan
Constructs: has_country_flag, has_global_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/DEN_r56_alternate_strategy_plan.txt

Code:
DEN_r56_fascist_plan = {
	name = DEN fascist plan
	desc = 
	allowed = {
		original_tag = DEN
	}
	enable = {
		NOT = {
			has_global_flag = DEN_use_DLC_tree
		}
		OR = {
			has_country_flag = DEN_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = DEN_ai_behavior
				option = FASCIST
			}
		}
	}
	ai_national_focuses = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: AFG_royal_figurehead_trait
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_royal_figurehead_trait = {
	random = no
	sprite = 13
	stability_factor = 0.15
}
### Entity: Scripted Trigger
Component: EAI_motorized_attachment_production
Constructs: has_country_flag, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_motorized_attachment_production = {
	has_country_flag = EAI_TEMPLATE_mot_template_upgrade
	check_variable = {
		EAI_FOCUS/LAND/attachment = global.EAI_MOT_ATTACHMENT
	}
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_a_new_nationality_policy
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_a_new_nationality_policy
	icon = GFX_focus_PER_university_of_isfahan
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = SIK_a_united_sinkiang_clique SIK_pursue_further_soviet_integration
	}
	relative_position_id = SIK_a_united_sinkiang_clique
	ai_will_do = {
		base = 15
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_ideas = SIK_state_atheism_freedom_of_religion
	}
}
### Entity: Event
Component: news.631
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.631
	title = news.631.t
	desc = news.631.desc
	picture = GFX_news_event_romania_poland_visit
	major = yes
	is_triggered_only = yes
	option = {
		name = news.631.a
	}
}
### Entity: Event
Component: recruit_generals.24
Constructs: ai_chance, fire_only_once, has_decision, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.24
	title = recruit_generals.24.t
	desc = recruit_generals.24.desc
	picture = GFX_report_event_force_publique
	hidden = yes
	trigger = {
		has_decision = try_to_recruit_irish_officers
	}
	mean_time_to_happen = {
		days = 6
	}
	fire_only_once = yes
	option = {
		name = recruit_generals.24.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.25
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				IRE = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_fanatic_recruitment
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_fanatic_recruitment
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = LAT_latvia_for_latvians
	}
	x = 1
	y = 1
	relative_position_id = LAT_latvia_for_latvians
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.1
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		swap_ideas = {
			remove_idea = LAT_paramilitary_idea
			add_idea = LAT_paramilitary_fasc_idea
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AArgentina.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Argentina.png &#8206;(900 × 600 pixels, file size: 45 KB, MIME type: image/png)
### Entity: National Focus
Tree: alb_focus
Component: ALB_institute_absolute_monarchy
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, add_country_leader_role
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_institute_absolute_monarchy
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = ALB_strengthen_zogs_rule
	}
	mutually_exclusive = {
		focus = ALB_a_constitutional_monarchy
	}
	x = 1
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 25
		add_ideas = absolute_influence
		custom_effect_tooltip = generic_skip_one_line_tt
		add_country_leader_role = {
			character = ALB_king_zog
			country_leader = {
				expire = 1965.1.1
				ideology = fascism_ideology
				traits = {
					absolute_monarch
				}
			}
			promote_leader = yes
		}
	}
}
### Entity: Character
Component: CZE_exiled_president
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_exiled_president = {
	random = no
	sprite = 13
	exile_manpower_factor = 0.25
	legitimacy_gain_factor = 0.25
	exiled_government_weekly_manpower = 25
}
### Entity: Character
Component: CZE_zdenek_fierlinger
Constructs: limit, has_government, has_dlc, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_zdenek_fierlinger = {
	instance = {
		allowed = {
			has_dlc = Peace For Our Time
		}
		name = CZE_zdenek_fierlinger
		portraits = {
			army = {
				small = GFX_idea_CZE_zdenek_fierlinger
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CZE_zdenek_fierlinger
			allowed = {
				original_tag = CZE
			}
			available = {
				NOT = {
					has_government = fascism neutrality
				}
			}
			visible = {
				NOT = {
					has_government = fascism neutrality
				}
			}
			traits = {
				CZE_pro_soviet_diplomat CZE_benes_lackey
			}
			cost = 75
			on_add = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_decrease_effect = yes
						custom_effect_tooltip = generic_skip_one_line_tt
					}
				}
			}
			on_remove = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_increase_effect = yes
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Peace For Our Time
			}
		}
		name = CZE_zdenek_fierlinger
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_4
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CZE_zdenek_fierlinger_dod
			allowed = {
				original_tag = CZE
			}
			traits = {
				compassionate_gentleman
			}
		}
	}
}
### Entity: Event
Component: AFG_political_events.131
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, every_state, is_core_of, is_owned_by, add_ai_strategy
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.131
	title = AFG_political_events.131.t
	desc = AFG_political_events.131.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.131.a
		ai_chance = {
			base = 10
		}
		every_state = {
			limit = {
				is_core_of = PAK
				is_owned_by = FROM
			}
			transfer_state_to = ROOT
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_increase
		}
		add_ai_strategy = {
			type = befriend
			id = FROM
			value = 40
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_protracted_warfare
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_protracted_warfare
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = PRC_sea_provoke_japan
	}
	mutually_exclusive = {
		focus = PRC_sea_mobile_warfare
	}
	x = -1
	y = 1
	relative_position_id = PRC_sea_provoke_japan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRC_protracted_warfare
	}
}
### Entity: Character
Component: KYR_coi
Source: game
File: common/characters/KYR.txt

Code:
KYR_coi = {
	advisor = {
		slot = political_advisor
		idea_token = KYR_coi
		allowed = {
			original_tag = KYR
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_com_rallies
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, is_subject, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_com_rallies
	icon = GFX_focus_ICE_embrace_the_workers_revolution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_sup_com
	}
	x = 18
	y = 3
	bypass = {
		is_subject = no
	}
	completion_reward = {
		if = {
			limit = {
				ICE = {
					has_completed_focus = ICE_look_away
				}
			}
			swap_ideas = {
				remove_idea = ICE_disloyal_communism
				add_idea = ICE_disloyal_communism2
			}
		} {
			limit = {
				NOT = {
					ICE = {
						has_completed_focus = ICE_look_away
					}
				}
			}
			add_political_power = 100
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Naval_Bombers
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Naval_Bombers
	icon = GFX_goal_generic_air_fighter
	cost = 10
	prerequisite = {
		focus = PAK_Invite_International_Experts
	} {
		focus = PAK_Frigate_Based_Navy
	}
	x = 36
	y = 4
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Naval_Bombers
			bonus = 1
			uses = 1
			category = naval_air
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_strength_in_firepower
Constructs: has_completed_focus, prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_strength_in_firepower
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = BUL_reform_the_army
	}
	relative_position_id = BUL_reform_the_army
	x = 4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 60
	}
	available = {
		NOT = {
			has_completed_focus = BUL_innovation_warfare
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_strength_in_firepower
			bonus = 1
			uses = 1
			category = artillery
		}
		add_doctrine_cost_reduction = {
			name = BUL_strength_in_firepower
			cost_reduction = 0.5
			uses = 1
			category = cat_superior_firepower
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: highered_armored_production
Source: game
File: common/ai_strategy/default.txt

Code:
highered_armored_production = {
	enable = {
		NOT = {
			original_tag = GER
		}
		num_of_military_factories = > 69
	}
	abort = {
		num_of_military_factories = < 70
	}
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 5
	}
}
### Entity: Event
Component: turkey.142
Constructs: is_triggered_only, add_claim_by
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.142
	title = turkey.142.t
	desc = turkey.142.d
	picture = GFX_report_event_tur_sultan_and_pashas
	is_triggered_only = yes
	option = {
		name = turkey.142.a
		677 = {
			add_claim_by = TUR
		}
		680 = {
			add_claim_by = TUR
		}
		554 = {
			add_claim_by = TUR
		}
		553 = {
			add_claim_by = TUR
		}
	}
}
### Entity: Order of Battle
Component: 144th Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 144th Division
	location = 4925
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_yang_guozheng
	}
}
### Entity: Idea
Component: SIA_crown_property_bureau_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_crown_property_bureau_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_economic_increase
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B0O
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B0O = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^24 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B0O
		value = -2000
	}
}
### Entity: Special Project
Component: sp_air_intercontinental_bomber
Constructs: limit, has_country_flag, fire_only_once, has_dlc, has_tech, breakthrough_cost, resource_cost, enable_equipments
Source: game
File: common/special_projects/projects/air_projects.txt

Code:
sp_air_intercontinental_bomber = {
	specialization = specialization_air
	icon = GFX_sp_air_intercontinental_bomber
	project_tags = sp_tag_aircraft
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				has_tech = improved_large_airframe
			}
			else = {
				has_tech = strategic_bomber2
			}
		}
	}
	breakthrough_cost = {
		specialization_air = 2
	}
	resource_cost = {
		resources = {
			aluminium = 24
			rubber = 12
		}
	}
	prototype_time = sp_time.prototype.very_long
	complexity = sp_complexity.large
	project_output = {
		enable_equipments = {
			strat_bomber_intercontinental_equipment_1
		}
		country_effects = {
			if = {
				limit = {
					original_tag = GER
					has_country_flag = GER_amerikabomber_focke_wulf_flag
				}
				custom_effect_tooltip = GER_amerikabomber_focke_wulf_name generic_skip_one_line_tt
				GER_amerika_bomber_focke_wulf_completion_SP_effects = yes
				mio:GER_focke_wulf_organization = {
					GER_amerika_bomber_focke_wulf_completion_MIO_effects = yes
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3
	}
	unique_prototype_rewards = {
		sp_air_intercontinental_bomber_unique_reward = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_air_intercontinental_bomber_preference_balanced
				iteration_output = {
					country_effects = {
						if = {
							limit = {
								has_dlc = By Blood Alone
							}
							add_equipment_bonus = {
								name = sp_air_intercontinental_bomber_balanced
								bonus = {
									strat_bomber_intercontinental_equipment = {
										reliability = 0.05
									}
								}
							}
						}
						else = {
							add_equipment_bonus = {
								name = sp_air_intercontinental_bomber_balanced
								bonus = {
									strat_bomber_interc
# ... (truncated)
### Entity: National Focus
Tree: bel_focus
Component: BEL_resist_and_bite_r56
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_resist_and_bite_r56
	text = BEL_resist_and_bite
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = BEL_experimental_weaponry
	}
	relative_position_id = BEL_experimental_weaponry
	mutually_exclusive = {
		focus = BEL_specialized_divisions
	}
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		base = 3
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_jaeger_infantry_tech
		} {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_jaeger_infantry_tech camo_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = BEL_resist_and_bite
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 1.0
				uses = 1
				category = camo_tech
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 1.0
				uses = 1
				category = r56_special_forces_training_tech camo_tech
			} {
				name = special_forces_bonus
				bonus = 1.0
				uses = 1
				category = cat_mountaineers_doctrine
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_study_european_tanks
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_study_european_tanks
	icon = GFX_focus_BRA_acquire_german_tanks
	prerequisite = {
		focus = PHI_lighting_warfare
	}
	relative_position_id = PHI_lighting_warfare
	mutually_exclusive = {
		focus = PHI_japanese_doctrines PHI_american_doctrines
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	bypass = {
		has_war_with = JAP USA GER
	}
	completion_reward = {
		add_ideas = PHI_german_advisors
		add_tech_bonus = {
			name = PHI_study_european_tanks
			bonus = 0.25
			uses = 2
			category = armor
		}
		add_doctrine_cost_reduction = {
			name = PHI_german_doctrines
			cost_reduction = 0.5
			uses = 2
			category = cat_mobile_warfare
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: AST_academic_proponent
Constructs: research_speed_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_academic_proponent = {
	random = no
	sprite = 10
	research_speed_factor = 0.075
}
### Entity: Idea
Component: CZE_coalition_building_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_coalition_building_idea = {
	picture = PER_unification_initiative_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.25
	}
}
### Entity: Unit Template
Component: BUL_CA_HISTORICAL
Source: game
File: common/units/names_ships/BUL_ship_names.txt

Code:
BUL_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		BUL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	fallback_name = Tezhuk Kraitser %d
	unique = {
		Sofia Pernik Svoge Slivnica Breznik Radomir “Shipka”
	}
}
### Entity: Idea
Component: FIN_wepon
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_finland.txt

Code:
FIN_wepon = {
	allowed = {
		original_tag = FIN
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_infantry_equipment_manufacturer_3
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_princes_5
Constructs: create_country_leader, prerequisite, completion_reward, is_subject_of
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_princes_5
	icon = GFX_focus_jap_showa_restoration
	ai_will_do = {
		factor = 2
	}
	x = 22
	y = 5
	mutually_exclusive = {
		focus = MAL_the_princes_4 MAL_the_princes_4_a
	}
	prerequisite = {
		focus = MAL_the_princes_3
	}
	available = {
		is_subject_of = ENG
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		create_country_leader = {
			name = Ibrahim of Johor
			desc = 
			picture = Portrait_Ibrahim_of_Johor.dds
			expire = 1965.1.1
			ideology = rexism
		}
		JAP = {
			country_event = malaysia.21
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: SHL_PAR_01
Source: game
File: common/units/names_divisions/SHL_names_divisions.txt

Code:
SHL_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		SHL
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallschirmjäger Division
	ordered = {
		1 = {
			%d. Fallschirmjäger Division
		}
		2 = {
			%d. Fallschirmjäger Division
		}
		3 = {
			%d. Fallschirmjäger Division
		}
		4 = {
			%d. Fallschirmjäger Division
		}
		5 = {
			%d. Fallschirmjäger Division
		}
		6 = {
			%d. Fallschirmjäger Division
		}
		7 = {
			%d. Fallschirmjäger Division
		}
		9 = {
			%d. Fallschirmjäger Division
		}
		8 = {
			%d. Fallschirmjäger Division
		}
		10 = {
			%d. Fallschirmjäger Division
		}
	}
}