Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ASectionTemplate.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:SectionTemplate:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Hearts of Iron 4 Wiki (transclusion) ‎ (← links | edit)

Template:MainTemplate (transclusion) ‎ (← links | edit)

Beta:Main (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:SectionTemplate"
### Entity: Character
Component: death
Constructs: army_attack_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
death = {
	sprite = 13
	army_attack_factor = 0.12
	tactic_overwhelming_fire_preferred_weight_factor = 1
	training_time_army_factor = -0.15
	generate_wargoal_tension = -1
	join_faction_tension = -1
}
### Entity: Idea
Component: GER_wilhelm_ii_idea
Constructs: has_government, removal_cost, has_country_leader
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_wilhelm_ii_idea = {
	removal_cost = -1
	allowed = {
		has_government = neutrality
		NOT = {
			has_country_leader = {
				character = GER_wilhelm_ii
				ruling_only = yes
			}
		}
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	picture = GER_Wilhelm_II
	traits = {
		backroom_windbag
	}
}
### Entity: Character
Component: SIK_deng_tian
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_deng_tian = {
	name = SIK_deng_tian
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = SIK_deng_tian
		allowed = {
			original_tag = SIK
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Country History
Country: OCC
Component: OCC_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/OCC - Occitania.txt

Code:
# Politics & Parties for OCC
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 15
	communism = 15
	neutrality = 20
}
### Entity: National Focus
Tree: ger_focus
Component: GER_expatriate_the_communists_ww
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, add_war_support, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expatriate_the_communists_ww
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = GER_return_of_the_kaiser_ww GER_military_dictatorship
	}
	available = {
		is_subject = no
		has_government = neutrality
		NOT = {
			has_war_with = FRA
		}
		FRA = {
			NOT = {
				has_government = fascism
			}
		}
	}
	cancel_if_invalid = yes
	x = 4
	y = 1
	relative_position_id = GER_return_of_the_kaiser_ww
	cost = 5
	ai_will_do = {
		factor = 0.5
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = GER_expatriate_the_communists
			days = 720
		}
		add_named_threat = {
			threat = 3
			name = GER_expatriate_the_communists
		}
		FRA = {
			add_timed_idea = {
				idea = GER_communist_refugees
				days = 720
			}
			country_event = {
				id = wtt_germany.17
			}
		}
		IF = {
			limit = {
				has_idea = GER_expatriated_communists_return_home_ns
			}
			remove_ideas = GER_expatriated_communists_return_home_ns
		} {
			limit = {
				has_idea = GER_expatriated_communists_return_home_supressed_ns
			}
			remove_ideas = GER_expatriated_communists_return_home_supressed_ns
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_dlc = La Resistance
					}
					AND = {
						has_global_flag = spanish_civil_war
						NOT = {
							has_global_flag = scw_over
						}
					}
				}
				random_other_country = {
					limit = {
						original_tag = SPR
						has_government = communism
					}
					country_event = {
						id = wtt_germany.2
						days = 1
					}
				}
			} {
				limit = {
					has_dlc = La Resistance
					AND = {
						has_global_flag = spanish_civil_war
						NOT = {
							has_global_flag = scw_over
						}
					}
				}
				SPD = {
					country_event = {
						id = wtt_germany.2
						days = 1
					}
				}
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.38
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.38
	title = CHL_political_events.38.t
	desc = CHL_political_events.38.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.38.a
		ai_chance = {
			base = 75
		}
		FROM = {
			country_event = {
				id = CHL_political_events.39
				days = 2
				random_days = 3
			}
		}
	} {
		name = CHL_political_events.38.b
		ai_chance = {
			base = 25
		}
		FROM = {
			country_event = {
				id = CHL_political_events.40
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: Idea
Component: NOR_secret_police_idea_2
Constructs: has_government, removal_cost, encryption_factor, decryption_factor
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_secret_police_idea_2 = {
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = democratic neutrality
			}
		}
	}
	removal_cost = -1
	picture = generic_secret_police
	modifier = {
		encryption_factor = 0.05
		decryption_factor = 0.05
		foreign_subversive_activites = -0.75
		non_core_manpower = 0.1
	}
}
### Entity: Character
Component: nav_cas_producer_defense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
nav_cas_producer_defense_0 = {
	random = no
	equipment_bonus = {
		small_plane_cas_airframe = {
			air_defence = 0.05
			air_agility = 0.05
		}
		small_plane_naval_bomber_airframe = {
			air_defence = 0.05
			air_agility = 0.05
		}
		cv_small_plane_cas_airframe = {
			air_defence = 0.05
			air_agility = 0.05
		}
		cv_small_plane_naval_bomber_airframe = {
			air_defence = 0.05
			air_agility = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: PHI_chief_of_staff
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_chief_of_staff = {
	sprite = 5
	experience_gain_army = @chief_experience_gain_medium
	army_org_factor = 0.08
	political_power_gain = 0.05
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Decision
Component: war_measures
Constructs: add_equipment_to_stockpile, limit, has_war_with, add_war_support, is_major, has_state_flag, has_active_mission, complete_effect
Source: game
File: common/decisions/JAP.txt

Code:
war_measures = {
	CHI_china_pledging_to_hold_state_mission = {
		icon = GFX_decision_generic_prepare_civil_war
		highlight_states = {
			highlight_states_trigger = {
				has_state_flag = CHI_holding_state_mission_flag
			}
		}
		allowed = {
			always = no
		}
		visible = {
			has_war_with = CHI
			is_major = yes
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = CHI_holding_state_mission_trigger
				CHI = {
					NOT = {
						has_active_mission = CHI_holding_state_mission
					}
				}
			}
		}
		days_mission_timeout = CHI.CHI_holding_state_mission_time_var
		complete_effect = {
			effect_tooltip = {
				CHI = {
					add_war_support = -0.05
				}
			}
		}
		is_good = no
		timeout_effect = {
			effect_tooltip = {
				CHI = {
					add_war_support = 0.05
					add_cic = var:demonstrate_resolve_cic_reward
					if = {
						limit = {
							NOT = {
								has_dynamic_modifier = {
									modifier = CHI_american_support
								}
							}
						}
						add_equipment_to_stockpile = {
							type = artillery_equipment
							amount = var:demonstrate_resolve_art_reward
							producer = SOV
						}
					}
					else = {
						add_equipment_to_stockpile = {
							type = artillery_equipment
							amount = var:demonstrate_resolve_art_reward
							producer = USA
						}
					}
					every_subject_country = {
						add_autonomy_score = {
							value = -30
							localization = CHI_holding_state_mission
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_workers_rights
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_workers_rights
	icon = GFX_focus_generic_full_employment
	prerequisite = {
		focus = ARG_forge_our_own_future ARG_align_with_the_soviets
	}
	x = 4
	y = 1
	relative_position_id = ARG_align_with_the_soviets
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		add_ideas = ARG_state_unions_idea
	}
}
### Entity: Idea
Component: AST_austral_oil_drilling_syndicate
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/australia_r56.txt

Code:
AST_austral_oil_drilling_syndicate = {
	picture = generic_refining_concern_1
	allowed = {
		tag = AST
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_corporate_industrialization
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_corporate_industrialization
	icon = GFX_goal_generic_building_our_industry
	relative_position_id = AUS_better_germany
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_better_germany
	}
	cost = 5
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_bosnian_muslim_conscription_focus
Constructs: prerequisite, has_government, add_war_support, completion_reward, add_state_core
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_bosnian_muslim_conscription_focus
	icon = GFX_goal_generic_into_fire
	prerequisite = {
		focus = CRO_integrate_muslim_croats_focus CRO_integrate_religious_minorities_focus
	}
	relative_position_id = CRO_integrate_muslim_croats_focus
	x = -1
	y = 1
	cost = 5
	available = {
		has_government = fascism
		OR = {
			controls_state = 104 961 962
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_state_core = 104 961 962
		add_war_support = 0.1
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Decision
Component: SWE_royalist_buildup
Constructs: has_completed_focus, has_capitulated
Source: game
File: common/decisions/categories/SWE_decision_categories.txt

Code:
SWE_royalist_buildup = {
	allowed = {
		tag = SWE
	}
	icon = GFX_decision_category_eng_appeal_to_imperial_loyalists
	priority = 80
	visible = {
		has_completed_focus = SWE_undermine_the_fascists
		has_capitulated = no
	}
	visible_when_empty = no
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_local_fighter_production
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, has_mio_size, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_local_fighter_production
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = CHI_sea_burma_road
	} {
		focus = CHI_sea_camco
	}
	x = -2
	y = 2
	relative_position_id = CHI_sea_fighter_purchases
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CHI_camco_medium_organization = {
				has_mio_size = > 3
			}
		}
		else = {
			has_idea = CHI_camco_1
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = CHI_camco_fighter_organization
			mio:CHI_camco_fighter_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = CHI_camco_2
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_restoring_our_home
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, has_country_flag, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_restoring_our_home
	icon = GFX_goal_generic_positive_trade_relations
	available = {
		NOT = {
			has_completed_focus = GRE_bolster_the_schachtplan
		}
	}
	prerequisite = {
		focus = GRE_remembering_the_anatolian_catastrophe
	}
	x = -2
	y = 1
	relative_position_id = GRE_remembering_the_anatolian_catastrophe
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				AND = {
					NOT = {
						is_in_faction_with = ITA
					}
					has_government = fascism
				} {
					NOT = {
						is_in_faction_with = GER
					}
					has_government = fascism
				} {
					is_in_faction_with = ENG
					has_country_flag = GRE_megali_idea_approved
				} {
					is_in_faction_with = FRA
					has_country_flag = GRE_megali_idea_approved
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_GRE_DEBT_TO_IFC FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = GRE_schachtplan
		if = {
			limit = {
				ENG = {
					has_government = democratic
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = GRE
					modifier = democratic_leanings_good
				}
			}
		} {
			limit = {
				FRA = {
					has_government = democratic
				}
			}
			FRA = {
				add_opinion_modifier = {
					target = GRE
					modifier = democratic_leanings_good
				}
			}
		} {
			limit = {
				check_variable = {
					var = GRE_debt_to_the_ifc_italy_var
					value = 2.5
					compare = greater_than_or_equals
				}
			}
			effect_tooltip = {
				ITA = {
					add_opinion_modifier = {
						target = GRE
						modifier = GRE_reneged_on_debt
					}
				}
			}
			hidden_effect = {
				GRE_default_on_italian_debt_effect = yes
			}
		}
		GER = {
			add_opinion_modifier = {
				target = GRE
				modifier = GRE_discarded_the_schachtplan
			}
		}
	}
}
### Entity: Event
Component: libya.24
Constructs: has_war_with, add_war_support, has_country_flag, add_stability, fire_only_once, lose_karabaq, is_in_faction, is_subject
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.24
	title = libya.24.t
	desc = libya.24.d
	picture = GFX_report_event_german_inspect_troops
	hidden = yes
	fire_only_once = yes
	trigger = {
		AZR = {
			NOT = {
				has_country_flag = lose_karabaq
			}
			is_in_faction = no
			has_war_with = ARM
			surrender_progress = > 0.3
			is_subject = no
		}
	}
	immediate = {
		ARM = {
			transfer_state = 818 942
			add_stability = 0.05
			add_war_support = 0.05
			white_peace = AZR
		}
		818 = {
			set_state_name = Artsakh
		}
		set_province_name = {
			id = 1610
			name = Stepanakert
		}
		816 = {
			set_demilitarized_zone = yes
		}
		AZR = {
			add_state_claim = 818
			set_country_flag = lose_karabaq
			add_stability = -0.1
			add_war_support = -0.1
		}
	}
}
### Entity: Character
Component: SIA_luang_sinthusongkhramchai
Source: game
File: common/characters/SIA.txt

Code:
SIA_luang_sinthusongkhramchai = {
	advisor = {
		slot = high_command
		idea_token = SIA_luang_sinthusongkhramchai
		ledger = navy
		allowed = {
			original_tag = SIA
		}
		traits = {
			air_naval_strike_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Luang Sinthusongkhramchai
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
}
### Entity: Scripted Effect
Component: GER_create_operative_savitri_devi
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_create_operative_savitri_devi = {
	create_operative_leader = {
		name = GER_savitri_devi
		GFX = GFX_portrait_GER_savitri_devi
		traits = {
			operative_natural_orator operative_linguist operative_well_groomed
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			GRE FRA RAJ
		}
		gender = female
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_conquer_paraguay
Constructs: prerequisite, has_war_with, completion_reward, is_subject_of, is_in_faction_with, create_wargoal, annex_everything
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_conquer_paraguay
	icon = GFX_focus_generic_attack_paraguay
	prerequisite = {
		focus = ARG_dominate_the_south
	}
	x = -2
	y = 1
	relative_position_id = ARG_dominate_the_south
	mutually_exclusive = {
		focus = ARG_paraguayan_ultimatum
	}
	cost = 10
	available = {
		PAR = {
			exists = yes
		}
	}
	bypass = {
		PAR = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_subject_of = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = PAR
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_Ships_England
Constructs: prerequisite, add_ideas, has_government, add_opinion_modifier, completion_reward, has_capitulated, has_opinion, add_ai_strategy
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_Ships_England
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = PAL_Study_Ships
	}
	x = 1
	y = 1
	relative_position_id = PAL_Study_Ships
	cost = 5
	available_if_capitulated = yes
	available = {
		ENG = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
		OR = {
			has_government = democratic neutrality
			ENG = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = ENG
		}
	}
	completion_reward = {
		ENG = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			}
		}
		add_ideas = ENG_escort_effort_focus
		add_opinion_modifier = {
			target = ENG
			modifier = gen_ships_british
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_ask_for_cyprus
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_ask_for_cyprus
	icon = GFX_focus_generic_befriend_cyprus
	text = GRE_ask_for_cyprus
	prerequisite = {
		focus = GRE_allied_membership
	}
	x = -1
	y = 2
	relative_position_id = GRE_befriend_britain
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		ENG = {
			country_event = greece.27
		}
	}
}
### Entity: Event
Component: cold_war.31
Constructs: has_war, fire_only_once, has_global_flag, retire_character
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.31
	title = cold_war.31.t
	desc = cold_war.31.d
	picture = GFX_report_event_generic_truck
	fire_only_once = yes
	trigger = {
		original_tag = USA
		has_war = no
		date = > 1944.1.1
	}
	mean_time_to_happen = {
		days = 180
		modifier = {
			factor = 0.5
			has_global_flag = r56_yalta_script_is_a_go
		}
	}
	option = {
		name = cold_war.31.a
		retire_character = USA_george_s_patton
	}
}
### Entity: Event
Component: palestine.44
Constructs: is_triggered_only, add_political_power, add_timed_idea, set_country_flag
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.44
	picture = GFX_report_event_long_march
	title = palestine.44.t
	desc = palestine.44.d
	is_triggered_only = yes
	option = {
		name = palestine.44.a
		add_timed_idea = {
			idea = PAL_islamists_funded
			days = 365
		}
		add_political_power = -100
		set_country_flag = PAL_plans_foiled
	}
}
### Entity: Scripted Effect
Component: r56_ger_zentrum_50
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_zentrum_50 = {
	IF = {
		limit = {
			has_active_mission = GER_zentrum_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_zentrum_demands_action
			days = 200
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_RESEARCH_naval_research_factor
Constructs: limit, set_temp_variable, research_factor, dockyard_factor, ship_factor, add_to_temp_variable, set_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_effects.txt

Code:
EAI_RESEARCH_naval_research_factor = {
	@NAVAL_INDUSTRY_DIVISOR = 50
	@NAVAL_INDUSTRY_WEIGHT = 0.6
	@NAVAL_SHIP_DIVISOR = 100
	@NAVAL_SHIP_WEIGHT = 0.2
	@NAVAL_RESEARCH_SLOT_DIVISOR = 5
	@NAVAL_RESEARCH_SLOT_WEIGHT = 0.2
	set_temp_variable = {
		research_factor = 0
	} {
		dockyard_factor = num_of_naval_factories
	} {
		ship_factor = EAI_num_surface_ships
	} {
		research_slot_factor = amount_research_slots
	}
	divide_temp_variable = {
		dockyard_factor = @NAVAL_INDUSTRY_DIVISOR
	} {
		ship_factor = @NAVAL_SHIP_DIVISOR
	} {
		research_slot_factor = @NAVAL_RESEARCH_SLOT_DIVISOR
	}
	clamp_temp_variable = {
		var = dockyard_factor
		max = 1
	} {
		var = ship_factor
		max = 1
	} {
		var = research_slot_factor
		max = 1
	} {
		var = research_factor
		min = 0.01
		max = 1
	}
	multiply_temp_variable = {
		dockyard_factor = @NAVAL_INDUSTRY_WEIGHT
	} {
		ship_factor = @NAVAL_SHIP_WEIGHT
	} {
		research_slot_factor = @NAVAL_RESEARCH_SLOT_WEIGHT
	}
	add_to_temp_variable = {
		research_factor = dockyard_factor
	} {
		research_factor = ship_factor
	} {
		research_factor = research_slot_factor
	}
	if = {
		limit = {
			OR = {
				tag = SOV GER
			}
		}
		multiply_temp_variable = {
			research_factor = 0.5
		}
	}
	set_variable = {
		EAI_RESEARCH_naval_research_factor = research_factor
	}
}
### Entity: Character
Component: head_of_the_abwehr_improved
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_the_abwehr_improved = {
	random = no
	sprite = 15
	operative_slot = 2
	agency_upgrade_time = -0.2
	resistance_damage_to_garrison = -0.2
	foreign_subversive_activites = -0.2
	subversive_activites_upkeep = -0.2
}
### Entity: Character
Component: SIC_liu_xiang
Source: game
File: common/characters/Warlords_China.txt

Code:
SIC_liu_xiang = {
	name = SIC_liu_xiang
	portraits = {
		army = {
			large = GFX_portrait_SIC_liu_xiang
			small = GFX_portrait_SIC_liu_xiang_small
		}
	}
	field_marshal = {
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
	country_leader = {
		ideology = despotism
		traits = {
			SIC_reckless_commander
		}
		expire = 1965.1.1.1
		id = -1
	}
}