Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: INS_the_proclamator
Constructs: stability_factor, war_support_factor, production_speed_buildings_factor, democratic_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
INS_the_proclamator = {
	random = no
	democratic_drift = 0.01
	stability_factor = 0.1
	war_support_factor = 0.1
	production_speed_buildings_factor = 0.2
}
### Entity: Event
Component: naw_norway.175
Constructs: is_triggered_only, limit, owns_state, add_political_power, remove_state_core, is_subject_of
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.175
	title = naw_norway.175.t
	desc = naw_norway.175.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = naw_norway.175.a
		effect_tooltip = {
			FROM = {
				remove_state_core = 970
			}
		}
		if = {
			limit = {
				OR = {
					FROM = {
						owns_state = 970
					}
					any_country = {
						is_subject_of = FROM
						owns_state = 970
					}
				}
			}
			ROOT = {
				transfer_state = 970
			}
		}
		add_political_power = 25
	}
}
### Entity: Technology
Component: infantry_weapons2
Constructs: is_major, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	category_light_infantry = {
		soft_attack = 0.05
	}
	category_cavalry = {
		soft_attack = 0.05
	}
	category_vehicle_infantry = {
		soft_attack = 0.05
	}
	path = {
		leads_to_tech = improved_infantry_weapons
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1938
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1938
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 5
			OR = {
				tag = CHI PRC XSM SIK GXC SHX YUN
			}
		} {
			factor = 5
			is_major = yes
			date = > 1938.1.1
		} {
			factor = 5
			date = > 1939.1.1
		} {
			factor = 0.5
			date = < 1939.1.1
			tag = PRC
		}
	}
}
### Entity: Game Data
Component: true_winners_of_1278
Constructs: owns_state, has_country_flag, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
true_winners_of_1278 = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = ADR
	}
	happened = {
		owns_state = 165
		has_country_flag = ADR_became_catalonia_flag
	}
}
### Entity: Character
Component: AFG_ghulam_muhammad_ghobar
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_ghulam_muhammad_ghobar = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_ghulam_muhammad_ghobar
		allowed = {
			original_tag = AFG
		}
		visible = {
			NOT = {
				has_completed_focus = AFG_against_kabul
			}
		}
		available = {
			has_completed_focus = AFG_retire_the_uncles
		}
		traits = {
			SWI_social_democrat
		}
	}
	name = AFG_ghulam_muhammad_ghobar
	portraits = {
		army = {
			small = GFX_portrait_AFG_ghulam_muhammad_ghobar_small
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_strengthen_local_governments
Constructs: prerequisite, remove_ideas, has_government, completion_reward, is_historical_focus_on, has_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_strengthen_local_governments
	icon = GFX_focus_bra_federalism
	prerequisite = {
		focus = BRA_R56_institute_the_polaca
	}
	mutually_exclusive = {
		focus = BRA_R56_embrace_populism
	} {
		focus = BRA_R56_restore_the_empire
	}
	x = 3
	y = 1
	relative_position_id = BRA_R56_institute_the_polaca
	ai_will_do = {
		factor = 50
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	cost = 10
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {
		NOT = {
			has_idea = bra_instabilidade
		}
	}
	completion_reward = {
		remove_ideas = bra_instabilidade
	}
}
### Entity: AI Strategy
Component: r56_JAP_subject_support_japan_in_war
Constructs: has_war, is_in_faction_with, is_faction_leader, is_subject_of, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_JAP_subject_support_japan_in_war = {
	allowed = {
		ROOT = {
			is_in_faction_with = JAP
			exists = yes
			NOT = {
				original_tag = SIA
			}
		}
	}
	enable = {
		JAP = {
			is_faction_leader = yes
		}
		is_subject_of = JAP
		has_war = yes
	}
	abort = {
		OR = {
			JAP = {
				is_faction_leader = no
			}
			NOT = {
				is_in_faction_with = JAP
			}
			has_war = no
		}
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = JAP
		value = 2000
	} {
		type = spare_unit_factor
		value = 2000
	} {
		type = support
		id = JAP
		value = 2000
	}
}
### Entity: Order of Battle
Component: air_wing_41
Source: game
File: history/units/SPR_1936_air_legacy.txt

Code:
air_wings = {
	41 = {
		fighter_equipment_0 = {
			owner = SPR
			amount = 36
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_extraction_focus
Constructs: prerequisite, completion_reward, is_owned_by, add_tech_bonus, industrial_bonus, add_resource
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_extraction_focus
	icon = GFX_focus_generic_mining_industry
	prerequisite = {
		focus = RUT_food_processing_plant RUT_construction_focus
	}
	relative_position_id = RUT_food_processing_plant
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		RUT = {
			controls_state = 73
		}
		73 = {
			is_owned_by = RUT
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			technology = excavation1 excavation2 excavation3
		}
		add_resource = {
			type = steel
			amount = 2
			state = 73
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_mechanize_the_agrarian_provinces_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_focus_autohide_rule_trigger_r56, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_mechanize_the_agrarian_provinces_r56
	icon = GFX_focus_generic_modernizing_agriculture
	cost = 8
	x = 3
	y = 1
	prerequisite = {
		focus = SIA_dept_independent_state_commerce_r56
	} {
		focus = SIA_national_road_development_plan_r56
	}
	mutually_exclusive = {
		focus = SIA_bangkok_centered_industrial_development_r56
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_bangkok_centered_industrial_development_r56
			}
		}
	}
	offset = {
		x = -2
		trigger = {
			has_completed_focus = SIA_mechanize_the_agrarian_provinces_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	relative_position_id = SIA_dept_independent_state_commerce_r56
	ai_will_do = {
		base = 1
	}
	available = {
		1134 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		1134 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_state = {
			limit = {
				is_controlled_by_ROOT_or_subject = yes
				OR = {
					state = 868 869 724
				}
			}
			add_extra_state_shared_building_slots = 1
		}
		SIA_expand_economic_intervention_r56 = yes
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_fem_vow_04a_demo
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_fem_vow_04a_demo = {
	OR = {
		tag = ABK ARG BRA CAT CUB ETH FSM MAL NAV POR SWI TAH TOS UKR VGE
		original_tag = ABK ARG BRA CAT CUB ETH FSM MAL NAV POR SWI TAH TOS UKR VGE
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_diplomatic_actions
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_diplomatic_actions
	icon = GFX_goal_generic_improve_relations
	text = GRE_diplomatic_actions
	prerequisite = {
		focus = GRE_democratic_approach
	}
	x = 3
	y = 1
	relative_position_id = GRE_democratic_approach
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = GRE_diplomatic_actions
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_cooperation_with_the_nationalists
Constructs: prerequisite, has_war_with, add_stability, add_opinion_modifier, completion_reward, is_subject, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_cooperation_with_the_nationalists
	icon = GFX_focus_chi_cooperation_with_the_nationalists
	prerequisite = {
		focus = CHI_sea_secure_internal_politics
	}
	mutually_exclusive = {
		focus = CHI_sea_cooperation_with_the_communists CHI_sea_opposition
	}
	x = -5
	y = 1
	relative_position_id = CHI_sea_secure_internal_politics
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 10
			OR = {
				original_tag = YUN XSM GDC XIC SND HBC
			}
		}
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = event_target:WTT_current_china_leader
		}
		NOT = {
			has_war_with = CHI
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = CHI_cooperation_with_the_nationalists_effect_tooltip
		CHI = {
			add_opinion_modifier = {
				modifier = CHI_cooperation_with_the_nationalists_positive
				target = ROOT
			}
		}
		PRC = {
			add_opinion_modifier = {
				modifier = CHI_cooperation_with_the_nationalists_negative
				target = ROOT
			}
		}
		add_relation_rule_override = {
			target = CHI
			can_send_volunteers = yes
		}
	}
}
### Entity: Character
Component: FSM_john_sigrah
Source: game
File: common/characters/FSM.txt

Code:
FSM_john_sigrah = {
	advisor = {
		slot = political_advisor
		idea_token = FSM_john_sigrah
		allowed = {
			original_tag = FSM
		}
		available = {

		}
		traits = {
			staunch_monarchist
		}
		ai_will_do = {
			factor = 1
		}
	}
	portraits = {
		civilian = {
			small = GFX_idea_FSM_john_sigrah
		}
	}
	name = John Sigrah
}
### Entity: Character
Component: HUN_goulash_communist
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_goulash_communist = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.05
	stability_weekly = 0.002
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_winter_training
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_winter_training
	text = ARCTIC_winter_training
	icon = GFX_focus_generic_winter_warfare
	prerequisite = {
		focus = TAN_call_for_army_readiness
	}
	relative_position_id = TAN_call_for_army_readiness
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 3
			uses = 1
			category = r56_jaeger_infantry_tech r56_mountain_infantry_tech
		} {
			name = land_doc_bonus
			bonus = 1
			uses = 1
			category = winter_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: PAK_national_unifier
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
PAK_national_unifier = {
	sprite = 13
	random = no
	stability_factor = 0.1
	political_power_factor = 0.05
	drift_defence_factor = 0.25
}
### Entity: National Focus
Component: wuw_HUN_tap_newfound_oil_deposits
Constructs: prerequisite, completion_reward, has_full_control_of_state, has_tech, cancel_if_invalid, add_resource, unlock_decision_tooltip
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_tap_newfound_oil_deposits
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = wuw_HUN_expand_the_lignite_industry
	}
	mutually_exclusive = {
		focus = wuw_HUN_hungarian_tradition
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_expand_the_lignite_industry
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		AND = {
			ROOT = {
				has_full_control_of_state = 155
			} {
				has_full_control_of_state = 974
			} {
				has_full_control_of_state = 973
			}
		}
		has_tech = excavation3
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		155 = {
			add_resource = {
				type = oil
				amount = 5
			}
		}
		974 = {
			add_resource = {
				type = oil
				amount = 4
			}
		}
		973 = {
			add_resource = {
				type = oil
				amount = 6
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
		unlock_decision_tooltip = {
			decision = HUN_tap_the_nagylengyel_oil_field
			show_effect_tooltip = no
			show_modifiers = no
		} {
			decision = HUN_explore_the_oil_fields_around_nagykanizsa
			show_effect_tooltip = no
			show_modifiers = no
		}
		show_ideas_tooltip = HUN_maort
	}
}
### Entity: Achievement
Component: this_time_it_will_stick
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements.txt

Code:
this_time_it_will_stick = {
	id = 169
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_global_flag = disarmed_and_demilitarized_rhineland_flag
	}
}
### Entity: Idea
Component: EAI_DD_18/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.18
			instant = yes
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_small_arms_expertise
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_small_arms_expertise
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = CHI_reach_out_to_france
	}
	x = -2
	y = 1
	relative_position_id = CHI_reach_out_to_france
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		FRA_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CHI_small_arms_expertise
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_guide_the_zaibatsus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_guide_the_zaibatsus
	icon = GFX_focus_jap_zaibatsu
	x = 0
	y = 2
	relative_position_id = JAP_form_the_central_economic_council
	prerequisite = {
		focus = JAP_form_the_central_economic_council
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_zaibatsu_faction_is_at_most_meddling = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_production_speed_industrial_complex_factor = 0.05
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			JAP_industry_production_speed_dockyard_factor = 0.05
			tooltip = production_speed_dockyard_factor_tt
		} {
			JAP_industry_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			JAP_showa_statism_political_power_factor = -0.05
			tooltip = political_power_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt PHI_clock_tt
		JAP_add_or_modify_showa_statism = yes
		reduce_focus_completion_cost = {
			focus = {
				JAP_approach_mitsui JAP_approach_mitsubishi JAP_approach_sumitomo JAP_approach_yasuda
			}
			cost = 35
		}
	}
}
### Entity: Country History
Country: GUA
Component: GUA_army
Source: game
File: history/countries/GUA - Guatemla.txt

Code:
# OOB & Army Setup for GUA
oob = GUA_1936
### Entity: State History
Component: 233
Constructs: add_core_of
Source: game
File: history/states/233-Caucasus Mountains.txt

Code:
state = {
	id = 233
	name = STATE_233
	resources = {
		chromium = 18
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV
		victory_points = {
			9663 1
		}
	}
	provinces = {
		3698 6692 6721 9649 9663 9674 11664
	}
	manpower = 387990
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Event
Component: KMT_event.80
Constructs: is_triggered_only, add_political_power, send_embargo
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.80
	title = KMT_event.80.t
	desc = KMT_event.80.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		name = KMT_event.80.a
		add_political_power = -30
	} {
		name = KMT_event.80.b
		add_political_power = -30
		send_embargo = CHI
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ABox_write_review.gif.html

Doc:
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### Entity: Misc Config
Component: sia_khana_ratsadon_inlay_window
Constructs: has_completed_focus, has_country_flag, has_idea
Source: game
File: common/focus_inlay_windows/sia_khana_ratsadon_inlay_window.txt

Code:
sia_khana_ratsadon_inlay_window = {
	window_name = sia_khana_ratsadon_ui_window
	internal = yes
	visible = {
		has_completed_focus = SIA_the_khana_ratsadon
		NOT = {
			has_country_flag = SIA_turn_off_the_khana_ratsadon
		}
	}
	scripted_images = {
		civilian_wing_status = {
			GFX_idea_SIA_civillian_full_support = {
				has_idea = idea_SIA_civilian_full_support
			}
			GFX_idea_SIA_civillian_slight_support = {
				has_idea = idea_SIA_civilian_slight_support
			}
			GFX_idea_SIA_civillian_neutral = {
				has_idea = idea_SIA_civilian_neutral
			} yes
			GFX_idea_SIA_civillian_opposition = {
				has_idea = idea_SIA_civilian_opposition
			}
			GFX_idea_SIA_civillian_rebellious = {
				has_idea = idea_SIA_civilian_rebellious
			}
		}
		military_wing_status = {
			GFX_idea_SIA_military_full_support = {
				has_idea = idea_SIA_military_full_support
			}
			GFX_idea_SIA_military_slight_support = {
				has_idea = idea_SIA_military_slight_support
			}
			GFX_idea_SIA_military_neutral = {
				has_idea = idea_SIA_military_neutral
			} yes
			GFX_idea_SIA_military_opposition = {
				has_idea = idea_SIA_military_opposition
			}
			GFX_idea_SIA_military_rebellious = {
				has_idea = idea_SIA_military_rebellious
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_gold_reserves
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_gold_reserves
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = BEL_monetary_reconstruction
	}
	relative_position_id = BEL_monetary_reconstruction
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	x = -1
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = BEL_gold_reserves_dynamic_modifier
		}
		custom_effect_tooltip = generic_skip_one_line_tt BEL_unlock_gold_reserve_decisions_tt
	}
}
### Entity: Idea
Component: AST_australian_culture_investments_idea
Constructs: add_ideas, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_australian_culture_investments_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {
		add_ideas = {
			AST_a_sense_of_place
		}
	}
	picture = AST_australian_culture_investments
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: Idea
Component: PRC_china_state_construction_engineering_corporation
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_china_state_construction_engineering_corporation = {
	picture = idea_PRC_china_state_construction_engineering_corporation
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	visible = {
		NOT = {
			has_completed_focus = PRC_CSCEC_mils PRC_CSCEC_civs
		}
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		construction_company
	}
	research_bonus = {
		construction_tech = 0.15
	}
}
### Entity: Event
Component: lithuania.48
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.48
	title = lithuania.48.t
	desc = lithuania.48.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.48.a
		hidden_effect = {
			country_event = {
				id = lithuania.39
				days = 30
			}
		}
	}
}
### Entity: Idea
Component: EAI_HARD/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: lar_news.7
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.7
	title = lar_news.7.t
	desc = lar_news.7.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.7.a
		trigger = {
			OR = {
				tag = HOL BEL LUX
			}
		}
	} {
		name = lar_news.7.b
		trigger = {
			is_in_faction_with = FRA
			NOT = {
				tag = FRA GER HOL BEL LUX
			}
		}
	} {
		name = lar_news.7.c
		trigger = {
			NOT = {
				is_in_faction_with = FRA
				tag = FRA HOL BEL LUX GER
			}
		}
	} {
		name = lar_news.7.d
		trigger = {
			tag = FRA
		}
	} {
		name = lar_news.7.e
		trigger = {
			tag = GER
		}
	}
}
### Entity: Military Industrial Organization
Component: CAN_north_van_ship_repair_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/CAN_organization_r56.txt

Code:
CAN_north_van_ship_repair_organization = {
	name = CAN_north_van_ship_repair_organization
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		original_TAG = CAN
	}
	initial_trait = {
		name = generic_mio_refurbishment_repair_organization
		limit_to_equipment_type = {
			capital_ship screen_ship
		}
		equipment_bonus = {
			max_strength = 0.03
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.01
		}
	}
}