Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: coastal_fort_tech_2
Constructs: research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	coastal_bunker_max_level_terrain_limit = 2
	research_cost = 1.5
	start_year = 1940
	folder = {
		name = electronics_folder
		position = {
			x = 2
			y = 10
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		cat_fortification
	}
}
### Entity: Idea
Component: MEX_cedillo_tension_4
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_cedillo_tension_4 = {
	name = MEX_cedillo_tension_4
	picture = chi_war_of_resistance3
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = -0.1
	}
}
### Entity: Idea
Component: MON_income_from_hulunbuir_idea
Constructs: removal_cost
Source: game
File: common/ideas/mongolia.txt

Code:
MON_income_from_hulunbuir_idea = {
	picture = prc_permit_opium_trade
	allowed = {
		original_tag = MON
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_strengthen_ties_with_uk
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, is_subject_of, has_global_flag, is_in_faction_with
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_strengthen_ties_with_uk
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = AST_support_the_policy_of_appeasement
	}
	relative_position_id = AST_support_the_policy_of_appeasement
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			ENG = {
				NOT = {
					has_government = democratic
				}
			}
			factor = 0
		}
	}
	available = {
		is_subject_of = ENG
		OR = {
			is_subject_of = ENG
			AND = {
				has_global_flag = ENG_decolonized
				is_in_faction_with = ENG
			}
		} {
			ENG = {
				has_idea = ENG_george_vi
			} {
				has_country_flag = edward_viii_married_wallis_simpson
			}
		}
	}
	bypass = {
		NOT = {
			OR = {
				is_subject_of = ENG
				is_in_faction_with = ENG
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_idea = ENG_george_vi
				}
			}
			country_event = {
				id = tfv_australia.90
			}
		} {
			limit = {
				ENG = {
					has_country_flag = edward_viii_married_wallis_simpson
				}
			}
			country_event = {
				id = tfv_australia.92
			}
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_nordic_rocketry
Constructs: prerequisite, joint_focus, add_tech_bonus
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_nordic_rocketry
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = NORDIC_research_investments
	} {
		focus = NORDIC_nordic_military_industry
	}
	mutually_exclusive = {
		focus = NORDIC_nuclear_research
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_research_investments
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_researched_technologies = > 55
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		add_tech_bonus = {
			name = NORDIC_nordic_rocketry
			bonus = 0.25
			uses = 2
			category = rocketry
		}
	}
	completion_reward_joint_member = {
		add_tech_bonus = {
			name = NORDIC_nordic_rocketry
			bonus = 0.25
			uses = 1
			category = rocketry
		}
	}
}
### Entity: Modifier Reference
Component: AFG_afghan_constitution
Constructs: research_speed_factor, stability_factor, war_support_factor, industrial_capacity_factory, fascism_drift, mobilization_speed
Source: game
File: common/dynamic_modifiers/AFG.txt

Code:
AFG_afghan_constitution = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_constitutional_guarantees
	industrial_capacity_factory = AFG_afghan_constitution_industrial_capacity_factory
	max_dig_in_factor = AFG_afghan_constitution_max_dig_in_factor
	experience_gain_army_factor = AFG_afghan_constitution_experience_gain_army_factor
	offensive_war_stability_factor = AFG_afghan_constitution_offensive_war_stability_factor
	war_support_factor = AFG_afghan_constitution_war_support_factor
	political_advisor_cost_factor = AFG_afghan_constitution_political_advisor_cost_factor
	stability_factor = AFG_afghan_constitution_stability_factor
	fascism_drift = AFG_afghan_constitution_fascism_drift
	research_speed_factor = AFG_afghan_constitution_research_speed_factor
	political_power_factor = AFG_afghan_constitution_political_power_factor
	mobilization_speed = AFG_afghan_constitution_mobilization_speed
	resistance_growth_on_our_occupied_states = AFG_afghan_constitution_resistance_growth_on_our_occupied_states
	resistance_damage_to_garrison = AFG_afghan_constitution_resistance_damage_to_garrison
	resistance_damage_to_garrison_on_our_occupied_states = AFG_afghan_constitution_resistance_damage_to_garrison_on_our_occupied_states
	surrender_limit = AFG_afghan_constitution_surrender_limit
	justify_war_goal_time = AFG_afghan_constitution_justify_war_goal_time
	equipment_capture_factor = AFG_afghan_constitution_equipment_capture_factor
	consumer_goods_factor = AFG_afghan_constitution_consumer_goods_factor
	army_org_factor = AFG_afghan_constitution_army_org_factor
	army_speed_factor = AFG_afghan_constitution_army_speed_factor
	pocket_penalty = AFG_afghan_constitution_pocket_penalty
	production_lack_of_resource_penalty_factor = AFG_afghan_constitution_production_lack_of_resource_penalty_factor
	weekly_manpower = AFG_afghan_constitution_weekly_manpower
}
### Entity: Country History
Country: HES
Component: HES_characters
Constructs: recruit_character
Source: game
File: history/countries/HES - Hesse.txt

Code:
# Leaders & Characters for HES
recruit_character = HES_philipp_of_hesse
### Entity: AI Strategy
Component: ROM_boats_are_expensive
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_boats_are_expensive = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = -100
	}
}
### Entity: Idea
Component: SPR_seized_gold_reserves
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_seized_gold_reserves = {
	picture = SPR_seize_the_gold_reserves
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.05
	}
}
### Entity: Character
Component: SOV_sergey_khudyakov
Source: game
File: common/characters/SOV.txt

Code:
SOV_sergey_khudyakov = {
	name = SOV_sergey_khudyakov
	portraits = {
		army = {
			small = GFX_idea_sergei_khudyakov
		}
	}
	advisor = {
		slot = high_command
		idea_token = sergei_khudyakov
		ledger = air
		allowed = {
			original_tag = SOV
		}
		traits = {
			air_close_air_support_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Order of Battle
Component: air_wing_173
Source: game
File: history/units/SPA_1939_air_bba.txt

Code:
air_wings = {
	173 = {
		small_plane_airframe_1 = {
			owner = SPR
			amount = 30
			creator = GER
			version_name = Bf 109 D
		}
		medium_plane_airframe_1 = {
			owner = SPR
			amount = 40
			creator = GER
			version_name = He 111
		}
	}
}
### Entity: Character
Component: JAP_yasuhide_kurihara
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_yasuhide_kurihara = {
	name = JAP_yasuhide_kurihara
	portraits = {
		army = {
			large = GFX_portrait_JAP_yasuhide_kurihara
			small = GFX_portrait_JAP_yasuhide_kurihara_small
		}
	}
	corps_commander = {
		traits = {
			trait_JAP_kodoha_sympathizer infantry_officer trait_reckless
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = JAP_grand_army_purge JAP_sway_disillusioned_young_officers
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_bonus_research_slot_1
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_bonus_research_slot_1
	icon = GFX_focus_research
	prerequisite = {
		focus = CZE_the_romanian_question CZE_defensive_preparations CZE_the_polish_question
	}
	x = 0
	y = 5
	relative_position_id = CZE_democratic_bastion
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		num_of_factories = > 34
		amount_research_slots = < 5
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = CZE_war_college_effect_tt
	}
}
### Entity: Character
Component: BRD_stc
Source: game
File: common/characters/BRD.txt

Code:
BRD_stc = {
	advisor = {
		slot = political_advisor
		idea_token = BRD_stc
		allowed = {
			original_tag = BRD
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_garrison_template_upgrade
Constructs: division_template, has_war, limit, has_country_flag, is_major, has_tech, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_garrison_template_upgrade = {
	if = {
		limit = {
			has_country_flag = EAI_military_focus_config_finished
			NOT = {
				has_country_flag = EAI_TEMPLATE_garrison_template_upgrade
			}
			date = > 1938.1.1
			has_tech = gw_artillery tech_engineers
			OR = {
				is_major = yes
				has_war = yes
			} {
				AND = {
					set_temp_variable = {
						_check_xp = 50
					}
					EAI_XP_has_army_check_xp = yes
					if = {
						limit = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_AT_FOCUS
							}
						}
						has_country_flag = EAI_anti_tank_template_upgrade
					} {
						limit = {
							EAI_armor_tech_focus = yes
							OR = {
								check_variable = {
									EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
								} {
									EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
								} {
									EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
								}
							}
						}
						OR = {
							has_country_flag = EAI_larm_template_upgrade EAI_marm_template_upgrade EAI_harm_template_upgrade
						}
					}
				} {
					original_tag = USA
					set_temp_variable = {
						_check_xp = 25
					}
					EAI_XP_has_army_check_xp = yes
				}
				set_temp_variable = {
					_check_xp = 100
				}
				EAI_XP_has_army_check_xp = yes
			}
			if = {
				limit = {
					NOT = {
						ai_has_role_template = area_defense
					}
				}
				set_temp_variable = {
					_check_xp = 25
				}
				EAI_XP_has_army_check_xp = yes
			}
		}
		set_country_flag = EAI_TEMPLATE_garrison_template_upgrade
		if = {
			limit = {
				has_country_flag = EAI_template_upgrade_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | TEMPLATES: upgrading garrison
		} {
			limit = {
				NOT = {
					ai_has_role_template = area_defense
				}
			}
			set_temp_variable = {
				_xp_cost = _check_xp
			}
			EAI_XP_pay_army_xp_cost = yes
			division_template = {
				name = Garrison Template
				priority = 0
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: num_subjects
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_subjects

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check the number of subjects of nation
```
### Entity: Character
Component: ARG_bolivar_agent
Constructs: stability_factor, war_support_factor, decryption_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_bolivar_agent = {
	sprite = 13
	random = no
	subversive_activites_upkeep = -0.35
	war_support_factor = 0.1
	stability_factor = -0.1
	decryption_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: PHI_marsman_and_company_improved_idea
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/philippines.txt

Code:
PHI_marsman_and_company_improved_idea = {
	name = PHI_marsman_and_company
	picture = PHI_marsman_and_company
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	visible = {
		has_completed_focus = PHI_encourage_gold_exports
	}
	cost = 150
	traits = {
		PHI_marsman_and_company_trait
	}
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: Character
Component: ENG_archibald_wavell
Constructs: has_completed_focus
Source: game
File: common/characters/ENG.txt

Code:
ENG_archibald_wavell = {
	name = ENG_archibald_wavell
	portraits = {
		army = {
			small = GFX_idea_archibald_wavell
		} {
			large = GFX_portrait_ENG_archibald_wavell
		}
	}
	advisor = {
		slot = high_command
		idea_token = archibald_wavell
		ledger = army
		allowed = {
			original_tag = ENG
		}
		available = {
			NOT = {
				has_completed_focus = ENG_eliminate_the_upper_class
			}
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 4
		attack_skill = 4
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 4
		legacy_id = 998
	}
}
### Entity: Country History
Country: BAN
Component: BAN_technology
Constructs: set_technology
Source: game
File: history/countries/BAN - Bangladesh.txt

Code:
# Starting Technologies for BAN
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: MAN_national_martyr_shrine_idea
Constructs: removal_cost, annex_cost_factor
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_national_martyr_shrine_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		annex_cost_factor = -0.07
		surrender_limit = 0.1
		justify_war_goal_time = -0.25
	}
}
### Entity: AI Strategy
Component: EAI_democratic_focus
Constructs: has_government, has_country_flag, has_global_flag, is_historical_focus_on, has_focus_tree
Source: game
File: common/ai_strategy_plans/EAI_generic_tree.txt

Code:
EAI_democratic_focus = {
	name = Democratic focus
	desc = 
	enable = {
		OR = {
			AND = {
				has_global_flag = EAI_random_ideology
				has_country_flag = EAI_democratic_focus
			} {
				is_historical_focus_on = yes
				has_government = democratic
				NOT = {
					EAI_neutral_country = yes
				}
			}
		}
		has_focus_tree = generic_focus
	}
	abort_when_not_enabled = yes
	focus_factors = {
		political_effort = 1000
		liberty_ethos = 1000
		interventionism_focus = 1000
		volunteer_corps = 1000
		foreign_expeditions = 1000
		why_we_fight = 1000
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_al_quwat_jawiyya
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, has_tech, create_equipment_variant
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_al_quwat_jawiyya
	icon = GFX_goal_PAL_al_quwat_jawiyya
	x = 1
	y = 1
	relative_position_id = PAL_fine_tune_hierarchical_production
	prerequisite = {
		focus = PAL_fine_tune_hierarchical_production
	} {
		focus = PAL_the_capital_question
	}
	available = {
		has_tech = basic_small_airframe
	}
	cost = 7.2
	completion_reward = {
		create_equipment_variant = {
			name = Al-Khawarizmi
			type = small_plane_airframe_1
			parent_version = 0
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = light_mg_4x
				engine_type_slot = engine_2_1x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = empty
			}
		}
		hidden_effect = {
			PAL = {
				add_equipment_to_stockpile = {
					type = small_plane_airframe_1
					variant_name = Al-Khawarizmi
					amount = 50
				}
			}
		}
		custom_effect_tooltip = PAL_aircraft_stockpile_tt
	}
	ai_will_do = {

	}
}
### Entity: Character
Component: TIB_aristocrat_connections
Source: game
File: common/country_leader/r56_traits.txt

Code:
TIB_aristocrat_connections = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.15
	political_power_factor = 0.05
}
### Entity: National Focus
Tree: ast_focus
Component: AST_chinese_relations
Constructs: add_equipment_to_stockpile, prerequisite, has_government, completion_reward, has_war_with_major, add_relation_rule_override, random_hours
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_chinese_relations
	icon = GFX_focus_prc_proclaim_the_peoples_republic
	prerequisite = {
		focus = AST_the_irish_anti-britain_pact AST_expanding_influence
	}
	relative_position_id = AST_the_irish_anti-britain_pact
	x = 2
	y = 1
	cost = 10
	available = {
		PRC = {
			has_government = communism
			has_war_with_major = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_relation_rule_override = {
			target = PRC
			can_send_volunteers = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt if_they_accept_tt
		PRC = {
			country_event = {
				id = AST_diplomatic_events.65
				hours = 3
				random_hours = 6
			}
		}
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = -2500
				producer = PHI
			}
			PRC = {
				add_equipment_to_stockpile = {
					type = infantry_equipment_0
					amount = 2500
					producer = AST
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: PHI_hacendado
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_hacendado = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
}
### Entity: Trigger Reference
Construct: all_of_scopes
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_of_scopes

* Supported Scopes: any
* Supported Targets: any

```
Runs a loop on an array and check a trigger for each scope in it, if any false returns false. otherwise returns true
Example: all_of_scopes = {
	array = array_name
	tooltip = loc #if defined the trigger will output tooltip using this title. loc_NOT will be used if trigger is inside a NOT
 #trigger 1
 #trigger 2 ...
}
```
### Entity: Idea
Component: MAN_grand_council_idea
Constructs: removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_grand_council_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		political_power_factor = 0.1
		max_planning = 0.1
		experience_gain_army = 0.05
		experience_gain_air = 0.05
		experience_gain_navy = 0.05
		land_doctrine_cost_factor = -0.05
		air_doctrine_cost_factor = -0.05
		naval_doctrine_cost_factor = -0.05
	}
}
### Entity: Unit Leader
Component: guerilla_fighter
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
guerilla_fighter = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	cost = 500
	modifier = {
		dig_in_speed_factor = 0.5
	}
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_trait
	any_parent = {
		trickster
	}
	gui_row = 14
}
### Entity: Character
Component: PER_rightful_king_trait
Constructs: stability_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
PER_rightful_king_trait = {
	sprite = 5
	political_power_factor = 0.1
	stability_factor = -0.02
	ai_will_do = {
		factor = 2
	}
}
### Entity: Idea
Component: SIA_hold_national_elections_r56_idea
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_hold_national_elections_r56_idea = {
	name = SIA_towards_a_peoples_democracy_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_constitutional_guarantees
	cancel = {
		has_government = fascism
	}
	modifier = {
		fascism_drift = -0.01
		party_popularity_stability_factor = 0.1
		conscription = 0.005
	}
}
### Entity: Idea
Component: EAI_DD_19/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_STR_air_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_STR_air_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/strategic_bomber = global.EAI_OFF
		} {
			EAI_FOCUS/AIR/strategic_bomber_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_Strategic_Bomber_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/strategic_bomber EAI_FOCUS/AIR/strategic_bomber_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: DEN_danish_produce_ns
Constructs: removal_cost
Source: game
File: common/ideas/denmark.txt

Code:
DEN_danish_produce_ns = {
	name = DEN_danish_produce
	removal_cost = -1
	picture = DEN_danish_produce
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		supply_consumption_factor = -0.05
		supply_combat_penalties_on_core_factor = -0.05
		out_of_supply_factor = -0.05
	}
}
### Entity: Character
Component: NOR_martin_tranmael
Source: game
File: common/characters/NOR.txt

Code:
NOR_martin_tranmael = {
	name = NOR_martin_tranmael
	portraits = {
		civilian = {
			large = GFX_portrait_NOR_martin_tranmael
			small = GFX_portrait_NOR_martin_tranmael_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_democratic = yes
	}
	country_leader = {
		ideology = socialism
		traits = {
			NOR_democratic_powerhouse
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_martin_tranmael
		allowed = {
			NOR_AAT = yes
		}
		traits = {
			NOR_democratic_powerhouse
		}
		ai_will_do = {
			factor = 1
			modifier = {
				add = 20
				NOR_is_historical_ai = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: MAN_historical_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/MAN_historical_strategy_plan.txt

Code:
MAN_historical_plan = {
	name = Manchukuo historical plan
	desc = Historical behavior for Manchukuo
	allowed = {
		original_tag = MAN
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = MAN_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = MAN_AI_RANDOM_OBEDIENCE
			has_game_rule = {
				rule = MAN_ai_behavior
				option = OBEDIENCE
			}
		}
	}
	abort = {
		JAP = {
			OR = {
				has_completed_focus = JAP_strengthen_civilian_government JAP_the_unthinkable_option JAP_okadas_military_purge_speech
			}
		}
	}
	ai_national_focuses = {
		MAN_pacify_the_countryside CHI_invite_foreign_investors MAN_trade_delegation MAN_army_modernization MAN_mukden_military_academy MAN_law_university MAN_obedience MAN_first_five_year_plan MAN_expand_the_textile_industry MAN_hoankyoku MAN_invite_japanese_investors MAN_expand_the_railways MAN_develop_aluminum_sources MAN_expand_showa_steel_works MAN_mukden_arsenal MAN_social_research_unit MAN_research_and_education_department MAN_alliance_with_the_kwantung_army MAN_chinese_leadership
	}
	focus_factors = {
		MAN_vassalize_mengukuo = 0
		MAN_national_cooperation_government = 0
		MAN_the_two_emperors = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}