Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: GER_modular_construction
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_modular_construction = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_navy_bonus
	equipment_bonus = {
		submarine = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Country History
Country: NOA
Component: NOA_characters
Constructs: recruit_character
Source: game
File: history/countries/NOA - North Ossetia-Alania.txt

Code:
# Leaders & Characters for NOA
recruit_character = NOA_vasily_lemayev
### Entity: National Focus
Tree: chl_focus
Component: CHL_strike_a_deal_with_the_mapuche
Constructs: division_template, prerequisite, limit, remove_ideas, has_government, completion_reward, has_idea, set_country_flag
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_strike_a_deal_with_the_mapuche
	icon = GFX_focus_generic_befriend_mapuche
	relative_position_id = CHL_crown_antoine_as_sovereign_king
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_crown_antoine_as_sovereign_king
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = CHL_the_mapuche_conflict_rebellion
			}
			remove_ideas = CHL_the_mapuche_conflict_rebellion
		}
		ELSE_IF = {
			limit = {
				has_idea = CHL_the_mapuche_conflict_much_worse
			}
			remove_ideas = CHL_the_mapuche_conflict_much_worse
		} {
			limit = {
				has_idea = CHL_the_mapuche_conflict_worse
			}
			remove_ideas = CHL_the_mapuche_conflict_worse
		} {
			limit = {
				has_idea = CHL_the_mapuche_conflict
			}
			remove_ideas = CHL_the_mapuche_conflict
		} {
			limit = {
				has_idea = CHL_the_mapuche_conflict_calmed
			}
			remove_ideas = CHL_the_mapuche_conflict_calmed
		} {
			limit = {
				has_idea = CHL_the_mapuche_conflict_near_gone
			}
			remove_ideas = CHL_the_mapuche_conflict_near_gone
		} {
			limit = {
				has_idea = CHL_mapuche_conflict_done
			}
			remove_ideas = CHL_mapuche_conflict_done
		}
		hidden_effect = {
			set_country_flag = CHL_no_more_mapuche_conflict
		} {
			delete_unit_template_and_units = {
				division_template = Guerreros Mapuche
				disband = yes
			} {
				division_template = Guerreros Abajinos
				disband = yes
			}
		}
		division_template = {
			name = Guerreros Mapuche
			is_locked = no
			division_names_group = SPR_INF_01
			override_model = CHL_infantry_alt_0_entity
			template_counter = 83
			priority = 1
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
		} {
			name = Guerreros Abajinos
			is_locked = no
			division_names_group = SPR_INF_01
			override_model = CHL_infantry_alt_1_entity
			template_counter = 85
			priority = 1
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
		}
		rand
# ... (truncated)
### Entity: National Focus
Tree: sia_focus
Component: SIA_and_spring_the_trap
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_civil_war, has_idea, is_ai, check_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_and_spring_the_trap
	icon = GFX_focus_SIA_and_spring_the_trap
	x = 0
	y = 1
	relative_position_id = SIA_to_lay_the_bait
	prerequisite = {
		focus = SIA_to_lay_the_bait
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		democratic = > 0.5
		has_civil_war = no
		has_idea = idea_SIA_civilian_full_support
		if = {
			limit = {
				is_ai = yes
			}
			check_variable = {
				SIA_dem_event_count_cw_scale = > 0.8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SIA_calc_dem_cw = yes
		custom_effect_tooltip = SIA_and_spring_the_trap_tt SIA_dem_event_count_cw_scale_tt newline_tt
		if = {
			limit = {
				check_variable = {
					SIA_dem_event_count_cw_scale = > 0.8
				}
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			set_country_flag = SIA_turn_off_the_khana_ratsadon
			if = {
				limit = {
					has_idea = idea_SIA_military_rebellious
				}
				remove_ideas = idea_SIA_military_rebellious
			}
			else_if = {
				limit = {
					has_idea = idea_SIA_military_opposition
				}
				remove_ideas = idea_SIA_military_opposition
			} {
				limit = {
					has_idea = idea_SIA_military_neutral
				}
				remove_ideas = idea_SIA_military_neutral
			} {
				limit = {
					has_idea = idea_SIA_military_slight_support
				}
				remove_ideas = idea_SIA_military_slight_support
			} {
				limit = {
					has_idea = idea_SIA_military_full_support
				}
				remove_ideas = idea_SIA_military_full_support
			}
		}
		else = {
			set_temp_variable = {
				_one = 1
			}
			subtract_from_temp_variable = {
				_one = SIA_dem_event_count_cw_scale
			}
			check_cheating_before_civil_war = yes
			start_civil_war = {
				ideology = fascism
				ruling_party = democratic
				size = var:_one
				keep_unit_leaders_trigger = {
					OR = {
						is_character = SIA_phraya_songsuradet SIA_adul_aduldejajaras
					}
				}
			}
			hidden_effect = {
				spawn_pret_in_cw_if_cheating = yes
			}
		}
	}
}
### Entity: Country History
Country: CHA
Component: CHA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CHA - Chad.txt

Code:
# Politics & Parties for CHA
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Idea
Component: trade_interdiction_navy_spirit
Constructs: has_doctrine, research_bonus, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
trade_interdiction_navy_spirit = {
	ledger = navy
	available = {
		has_doctrine = new_convoy_raiding
	}
	research_bonus = {
		ss_tech = 0.2
	}
	modifier = {
		ship_hull_submarine_design_cost_factor = -0.6
	}
	ai_will_do = {
		factor = 1.5
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_make_use_of_our_riches
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_make_use_of_our_riches
	prerequisite = {
		focus = HOL_domestic_innovation
	}
	icon = GFX_goal_generic_construction2
	x = -1
	y = 1
	relative_position_id = HOL_domestic_innovation
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = HOL_make_use_of_our_riches
			bonus = 1.0
			uses = 2
			category = excavation_tech
		}
		add_ideas = HOL_make_use_of_our_riches
	}
}
### Entity: Character
Component: SOV_igor_kurchatov
Source: game
File: common/characters/SOV.txt

Code:
SOV_igor_kurchatov = {
	name = SOV_igor_kurchatov
	portraits = {
		army = {
			large = GFX_portrait_SOV_igor_kurchatov
			small = GFX_idea_igor_kurchatov
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_specialist scientist_trait_fast_learner
		}
		skills = {
			specialization_nuclear = 2
			specialization_naval = 2
		}
	}
}
### Entity: Idea
Component: CHI_internal_opposition55
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition55 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.11
		army_org_factor = -0.11
		max_dig_in_factor = -0.11
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.44
		attack_bonus_against = -0.22
	}
}
### Entity: Order of Battle
Component: Tokubetsu Rikusentai
Constructs: division_template
Source: game
File: history/units/r56_JAP_1936.txt

Code:
division_template = {
	name = Tokubetsu Rikusentai
	division_names_group = JAP_MAR_01
	regiments = {
		marine = {
			x = 0
			y = 0
		} {
			x = 1
			y = 0
		}
	}
	support = {
		engineer = {
			x = 0
			y = 0
		}
	}
	priority = 2
}
### Entity: Event
Component: r56_hungary.6
Constructs: is_triggered_only, ai_chance, is_in_faction, add_to_faction, add_ai_strategy, set_country_flag
Source: game
File: events/r56_hungary.txt

Code:
country_event = {
	id = r56_hungary.6
	title = r56_hungary_6.t
	desc = r56_hungary_6.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = r56_hungary.6.a
		trigger = {
			is_in_faction = no
		}
		ai_chance = {
			base = 100
		}
		FROM = {
			add_to_faction = ROOT
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		}
		hidden_effect = {
			set_country_flag = alliance_applicant@ROOT
			FROM = {
				set_country_flag = alliance_inviter@ROOT
			}
		}
	} {
		name = r56_hungary.6.b
		trigger = {
			is_in_faction = yes
		}
		FROM = {
			country_event = {
				id = generic.7
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: iceland_events.5
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, has_dlc, has_global_flag, add_to_variable, set_country_flag
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.5
	title = iceland_events.5.t
	desc = iceland_events.5.desc
	picture = GFX_report_event_spain_civil_war_soldiers
	is_triggered_only = no
	trigger = {
		tag = ICE
		has_dlc = Arms Against Tyranny
		has_global_flag = spanish_civil_war
	}
	mean_time_to_happen = {
		days = 21
	}
	fire_only_once = yes
	immediate = {

	}
	option = {
		name = iceland_events.5.a
		ai_chance = {
			base = 1
		}
		add_stability = -0.01
		custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
		add_to_variable = {
			ICE_economy_production_speed_buildings_factor = -0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			ICE_economy_production_factory_max_efficiency_factor = -0.1
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			ICE_economy_consumer_goods_factor = 0.1
			tooltip = consumer_goods_factor_tt
		} {
			ICE_economy_industrial_capacity_factory = -0.05
			tooltip = industrial_capacity_factory_tt
		} {
			ICE_economy_industrial_capacity_dockyard = -0.05
			tooltip = industrial_capacity_dockyard_tt
		}
	} {
		name = iceland_events.5.b
		ai_chance = {
			base = 1
		}
		add_stability = -0.01
		custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
		add_to_variable = {
			ICE_economy_production_speed_buildings_factor = -0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			ICE_economy_production_factory_max_efficiency_factor = -0.1
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			ICE_economy_consumer_goods_factor = 0.1
			tooltip = consumer_goods_factor_tt
		} {
			ICE_economy_industrial_capacity_factory = -0.05
			tooltip = industrial_capacity_factory_tt
		} {
			ICE_economy_industrial_capacity_dockyard = -0.05
			tooltip = industrial_capacity_dockyard_tt
		}
		set_country_flag = iceland_
	} {
		name = iceland_events.5.c
		ai_chance = {
			base = 1
		}
		add_stability = -0.01
		custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
		add_to_variable = {
			ICE_economy_production_speed_buildings_factor = -0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			ICE_economy_production_factory_max_efficiency_factor = -0.1
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			ICE_economy_consumer_goods_factor = 0.1
			tooltip = consumer_goods_factor_tt
		} {
			ICE_economy_industrial_capacity_factory = -0.05
			tooltip = industrial_capacity_factory_tt
		} {
		
# ... (truncated)
### Entity: State History
Component: 1079
Constructs: add_core_of
Source: game
File: history/states/1079-Auckland.txt

Code:
state = {
	id = 1079
	name = STATE_1079
	manpower = 449918
	resources = {
		coal = 1
	}
	state_category = city
	history = {
		owner = NZL
		add_core_of = NZL
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 2
			air_base = 2
			4543 = {
				naval_base = 3
			}
		}
		victory_points = {
			4543 5
		} {
			7887 1
		} {
			4718 1
		}
	}
	provinces = {
		4615 10334 10373 4543 1565 12362 12664 7887 4718 10710 7742 4748 1713 1746 10609 1786
	}
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: CHL_hub_of_the_revolution_trigger
Constructs: has_completed_focus, has_government, has_dlc, is_subject
Source: game
File: common/scripted_triggers/CHL_scripted_triggers.txt

Code:
CHL_hub_of_the_revolution_trigger = {
	hidden_trigger = {
		tag = CHL
		has_dlc = Trial of Allegiance
		CHL = {
			has_completed_focus = CHL_hub_of_the_world_revolution
			exists = yes
			is_subject = no
			has_government = communism
		}
	}
}
### Entity: Scope Reference
Construct: Syntax
Constructs: Syntax, limit
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
### Syntax
Math expressions use a base value (`value = ...`) that is then modified by sequential statements.
Statements can either be:
* No argument statement (e.g. `round = yes`) that simply applies an operation to the accumulator.
* Simple statements that takes one or more math expression as argument (e.g. `add = 5`, `clamp = { min = 0 max = 100 }`).
* Control flow statements that take a block of statements as argument (e.g. `if = { limit = { value = x  greater_than = 10 }  add = 100 }`).
* Collection iterators that takes a named collection and a block of modification statements to apply for each element. The collection elements will be scoped to.
### Entity: National Focus
Tree: ita_focus
Component: ITA_prepare_for_the_coming_wars
Constructs: prerequisite, limit, completion_reward, random_core_state, is_fully_controlled_by, set_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_prepare_for_the_coming_wars
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = ITA_extraction_industry
	}
	x = 0
	y = 2
	relative_position_id = ITA_extraction_industry
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			set_state_flag = ITA_prepare_for_the_coming_wars
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_flag = ITA_prepare_for_the_coming_wars
				}
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			set_state_flag = ITA_prepare_for_the_coming_wars
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_flag = ITA_prepare_for_the_coming_wars
				}
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			set_state_flag = ITA_prepare_for_the_coming_wars
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		hidden_effect = {
			every_core_state = {
				limit = {
					has_state_flag = ITA_prepare_for_the_coming_wars
				}
				clr_state_flag = ITA_prepare_for_the_coming_wars
			}
		}
	}
}
### Entity: Character
Component: MAC_hristo_tatarchev
Constructs: has_government
Source: game
File: common/characters/MAC.txt

Code:
MAC_hristo_tatarchev = {
	name = Hristo Tatarchev
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_4
			large = gfx/leaders/Europe/portrait_europe_generic_5.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
		traits = {

		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAC_hristo_tatarchev
		allowed = {
			original_tag = MAC
		}
		traits = {
			fascist_demagogue
		}
		on_add = {
			owner = {
				country_event = political.7
			}
		}
		do_effect = {
			NOT = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Order of Battle
Component: air_wing_336
Source: game
File: history/units/ENG_1939_air_legacy.txt

Code:
air_wings = {
	336 = {
		CAS_equipment_1 = {
			owner = ENG
			amount = 48
		}
		nav_bomber_equipment_1 = {
			owner = ENG
			amount = 36
		}
	}
}
### Entity: Idea
Component: GRE_political_instability_metaxas
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_political_instability_metaxas = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = no
	}
	picture = gre_political_instability_metaxism
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
	}
}
### Entity: Idea
Component: KMT_welfare_state
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_welfare_state = {
	removal_cost = -1
	picture = generic_economic_increase
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		stability_factor = 0.075
		industrial_capacity_factory = 0.025
		consumer_goods_factor = 0.1
		production_factory_max_efficiency_factor = 0.025
	}
}
### Entity: Character
Component: EGY_george_alexander_weir
Source: game
File: common/characters/EGY.txt

Code:
EGY_george_alexander_weir = {
	name = George Alexander Weir
	portraits = {
		army = {
			large = gfx/leaders/r56_generic/r56_portrait_commonwealth_generic_land_4.dds
			small = GFX_idea_HUN_dezso_winkler
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_join_the_fight
Constructs: prerequisite, has_war, has_war_with, completion_reward, has_civil_war, is_subject, has_global_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_join_the_fight
	available = {
		has_civil_war = no
		SPR_scw_in_progress = yes
		country_exists = SPB
		NOT = {
			has_war_with = SPB
		}
		is_subject = no
	}
	icon = GFX_focus_spa_no_compromise_on_carlist_ideals
	bypass = {
		OR = {
			AND = {
				NOT = {
					has_global_flag = scw_over
				}
				has_war = yes
			}
			has_global_flag = scw_over
		}
	}
	prerequisite = {
		focus = HON_form_honduran_requetes
	}
	x = 33
	y = 8
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		unlock_decision_tooltip = HON_fight_alongside_the_carlists
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CHL_german_compensation_idea
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_german_compensation_idea = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ger_rebuild_the_nation
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: check_variable, has_variable
Source: game
File: common/scripted_localisation/EAI_army_config_scripted_loc.txt

Code:
defined_text = {
	name = EAI_GetBBFocus
	text = {
		trigger = {
			var:EAI_configuration_target = {
				OR = {
					AND = {
						check_variable = {
							EAI_FOCUS/NAVY/battleship = global.EAI_OFF
						}
						NOT = {
							has_variable = EAI_FOCUS/NAVY/battleship_OVERRIDE
						}
					}
					check_variable = {
						EAI_FOCUS/NAVY/battleship_OVERRIDE = global.EAI_OFF
					}
				}
			}
		}
		localization_key = EAI_config_ARMY_N6a_text
	} {
		trigger = {
			var:EAI_configuration_target = {
				OR = {
					AND = {
						check_variable = {
							EAI_FOCUS/NAVY/battleship = global.EAI_A_BB_DESIGN
						}
						NOT = {
							has_variable = EAI_FOCUS/NAVY/battleship_OVERRIDE
						}
					}
					check_variable = {
						EAI_FOCUS/NAVY/battleship_OVERRIDE = global.EAI_A_BB_DESIGN
					}
				}
			}
		}
		localization_key = EAI_config_ARMY_N6b_text
	} {
		trigger = {
			var:EAI_configuration_target = {
				OR = {
					AND = {
						check_variable = {
							EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
						}
						NOT = {
							has_variable = EAI_FOCUS/NAVY/battleship_OVERRIDE
						}
					}
					check_variable = {
						EAI_FOCUS/NAVY/battleship_OVERRIDE = global.EAI_B_BB_DESIGN
					}
				}
			}
		}
		localization_key = EAI_config_ARMY_N6c_text
	} {
		trigger = {
			var:EAI_configuration_target = {
				NOT = {
					has_variable = EAI_FOCUS/NAVY/battleship EAI_FOCUS/NAVY/battleship_OVERRIDE
				}
			}
		}
		localization_key = EAI_config_ARMY_N6-_text
	}
}
### Entity: Idea
Component: EAI_DD_20/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Country History
Country: DAR
Component: DAR_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/DAR - Darfur.txt

Code:
# Politics & Parties for DAR
set_war_support = 0.2
set_stability = 0.5
set_politics = {
	ruling_party = neutrality
	last_election = 1932.02.16
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 80
	fascism = 20
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_mobile_focus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_mobile_focus
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = HUN_army_maneuvers
	}
	mutually_exclusive = {
		focus = HUN_home_defense
	}
	x = -2
	y = 1
	relative_position_id = HUN_army_maneuvers
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = HUN_mobile_focus
			bonus = 0.2
			days = 180
			grand_doctrine = new_mobile_warfare
		}
	}
}
### Entity: Character
Component: smooth_talking_con_man
Source: game
File: common/country_leader/00_traits.txt

Code:
smooth_talking_con_man = {
	random = no
	sprite = 13
	trade_opinion_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: NEP_robert_mainwaring
Source: game
File: common/characters/NEP.txt

Code:
NEP_robert_mainwaring = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = NEP_robert_mainwaring
		ledger = army
		allowed = {
			original_tag = NEP
		}
		traits = {
			military_theorist
		}
	}
	name = NEP_robert_mainwaring
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
}
### Entity: Order of Battle
Component: 1st Independent Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 1st Independent Division
	location = 10903
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_xu_shaozong
	}
}
### Entity: Character
Component: GRA_theophilus_albert_marryshow
Source: game
File: common/characters/GRA.txt

Code:
GRA_theophilus_albert_marryshow = {
	name = Theophilus Albert Marryshow
	portraits = {
		civilian = {
			large = gfx/leaders/kr_generic/kr_portrait_africa_generic_8.dds
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			union_organizer
		}
		expire = 1965.1.1
		id = -1
	}
}