Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SAM_tupua_tamasese
Constructs: has_government
Source: game
File: common/characters/SAM.txt

Code:
SAM_tupua_tamasese = {
	name = SAM_tupua_tamasese
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_south_america_3.dds
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		expire = 1962.1.1
		id = -1
	}
	field_marshal = {
		traits = {

		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Order of Battle
Component: Yunnan 6 Lu
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_YUN_1936.txt

Code:
division = {
	name = Yunnan 6 Lu
	location = 7446
	division_template = Tuli Lü
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = BEL
		}
	}
}
### Entity: Character
Component: PHI_coconut_scientist
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_coconut_scientist = {
	random = no
	sprite = 13
	army_fuel_consumption_factor = -0.05
	air_fuel_consumption_factor = -0.05
	navy_fuel_consumption_factor = -0.05
	fuel_gain_factor_from_states = 0.5
	communism_drift = 0.05
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_purna_swaraj
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_purna_swaraj
	icon = GFX_focus_RAJ_pruna_swaraj
	prerequisite = {
		focus = RAJ_provincial_autonomy
	}
	x = 0
	y = 1
	relative_position_id = RAJ_provincial_autonomy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		is_subject = no
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		custom_effect_tooltip = idea_RAJ_independence_movement_tt
		add_to_variable = {
			RAJ_autonomy_gain_independence_movement = 0.1
			tooltip = autonomy_gain_tt
		} {
			RAJ_resistance_activity_independence_movement = 0.1
			tooltip = resistance_activity_tt
		} {
			RAJ_resistance_target_independence_movement = 0.1
			tooltip = resistance_target_tt
		}
	}
}
### Entity: Scope Reference
Construct: Promotions
Source: vanilla_docs
File: documentation/loc_objects_documentation.md

Doc:
### Promotions
**Player**

Gets the player country.

**This**

Does nothing.

**THIS**

Does nothing.

**Root**

Gets the root scope.

**Operation**

Gets the operation of the current scope.

**Unit**

Gets the unit of the current scope.

**Ace**

Gets the ace of the current scope.

**IndustrialOrganisation**

Gets the industrial organisation of the current scope.

**Prev**

Gets the previous scope.

**Character**

Gets the character of the current scope.

**PurchaseContract**

Gets the purchase contract of the current scope.

**Country**

Gets the country of the current scope.

**From**

Gets the from scope.

**SpecialProject**

Gets the special project of the current scope.

**State**

Gets the state of the current scope.

**Combatant**

Gets the combatant of the current scope.
### Entity: National Focus
Tree: vin_focus
Component: VIN_encourage_inter_party_democracy
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_encourage_inter_party_democracy
	icon = GFX_goal_generic_major_alliance
	cost = 10
	prerequisite = {
		focus = VIN_immediate_land_reform
	} {
		focus = VIN_minimal_socialist_bureaucracy
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VIN_minimal_socialist_bureaucracy
			add_idea = VIN_encourage_inter_party_democracy
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	x = 13
	y = 2
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_raider_ship_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_raider_ship_organization = {
	include = generic_raider_ship_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: AI Strategy
Component: JAP_heavy_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_heavy_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_heavy_tank_destroyer
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	heavy_tank_destroyer_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = antitank2
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 0
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_destroyer_2 = {
		priority = {
			factor = 20
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = extra_ammo_storage
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 6
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 6
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_super_heavy_cannon tank
# ... (truncated)
### Entity: Idea
Component: SLV_ncs
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_ncs = {
	ledger = navy
	picture = generic_navy_europe_2
	allowed = {
		original_tag = SLV
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: WW_hungary.39
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.39
	title = WW_hungary.39.t
	desc = WW_hungary.39.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.39.a
		ai_chance = {
			base = 100
		}
		add_to_faction = FROM
		hidden_effect = {
			news_event = {
				id = wuw_HUN_news_events.3
				hours = 42
			}
		}
	}
}
### Entity: Character
Component: BEL_paul_henri_spaak
Constructs: has_dlc, has_country_leader
Source: game
File: common/characters/BEL.txt

Code:
BEL_paul_henri_spaak = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_paul_henri_spaak
		portraits = {
			civilian = {
				large = GFX_portrait_BEL_paul_henri_spaak
				small = GFX_portrait_BEL_paul_henri_spaak_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_paul_henri_spaak
			allowed = {
				original_tag = BEL
			}
			available = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = BEL_paul_henri_spaak
					}
				}
			}
			traits = {
				BEL_canny_diplomat
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_paul_henri_spaak
			allowed = {
				original_tag = BEL
			}
			traits = {
				captain_of_industry
			}
		}
		name = BEL_paul_henri_spaak
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_1
			}
		}
	}
}
### Entity: Decision
Component: SWE_find_an_alliance_category
Constructs: has_completed_focus, is_in_faction
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_find_an_alliance_category = {
	icon = generic_political_actions
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_completed_focus = SWE_neutral_no_more
		is_in_faction = no
	}
	priority = {
		base = 10
	}
}
### Entity: Idea
Component: WAF_kristo_cajupi
Source: game
File: common/ideas/catism.txt

Code:
WAF_kristo_cajupi = {
	ledger = army
	allowed = {
		original_tag = WAF
	}
	traits = {
		army_concealment_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: GER_national_bolshevist_prophet
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_national_bolshevist_prophet = {
	sprite = 13
	random = no
	war_support_factor = 0.05
	fascism_drift = 0.02
	army_core_attack_factor = 0.025
	stability_factor = -0.05
	industrial_capacity_factory = 0.05
	production_factory_start_efficiency_factor = 0.1
}
### Entity: AI Strategy
Component: ITA_anti_uk_war_goals
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_anti_uk_war_goals = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_war_with_the_uk
		country_exists = ENG
	}
	abort = {
		NOT = {
			country_exists = ENG
		}
	}
	ai_strategy = {
		type = antagonize
		id = ENG
		value = 200
	}
}
### Entity: AI Strategy
Component: GER_take_advantage_of_sokolov_raid
Constructs: has_war_with, has_war_with_major, has_idea, is_controlled_by, force_concentration_target_weight
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_take_advantage_of_sokolov_raid = {
	allowed = {
		original_tag = GER
	}
	enable = {
		exists = yes
		has_war_with = CZE
		has_war_with_major = no
		surrender_progress = < 0.02
		OR = {
			has_idea = CZE_sokolov_raid_pfot_limited_success_ns CZE_sokolov_raid_pfot_success_ns CZE_sokolov_raid_pfot_critical_success_ns
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		state = 69
		state_trigger = {
			is_controlled_by = CZE
		}
		ratio = 0.25
		ordertype = front
		execution_type = rush
		execute_order = yes
	} {
		type = force_concentration_target_weight
		state = 69
		value = 25
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_intervention_in_north_africa
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_intervention_in_north_africa
	icon = GFX_goal_generic_position_armies
	x = -5
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_appeal_to_overseas_territories
	}
	relative_position_id = FRA_appeal_to_overseas_territories
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			FRA_controls_north_africa = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = FRA_prepare_coup_in_north_africa
		} {
			decision = FRA_promise_independence_to_north_africa
		}
	}
}
### Entity: Event
Component: generic.3
Constructs: is_triggered_only, has_completed_focus, limit, has_government, set_global_flag
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.3
	title = generic.3.t
	desc = generic.3.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = generic.3.a
		trigger = {
			AND = {
				FROM = {
					has_government = democratic
				}
				has_government = democratic
			}
		}
		IF = {
			limit = {
				FROM = {
					original_tag = ENG
				}
				ROOT = {
					original_tag = GER
					has_government = neutrality
					has_completed_focus = GER_ally_the_shade
				}
			}
			set_global_flag = ENG_accepted_GER_diplomatic_overtures
		}
	} {
		name = generic.3.b
		trigger = {
			AND = {
				FROM = {
					has_government = fascism
				}
				has_government = fascism
			}
		}
		IF = {
			limit = {
				FROM = {
					original_tag = ENG
				}
				ROOT = {
					original_tag = GER
					has_government = neutrality
					has_completed_focus = GER_ally_the_shade
				}
			}
			set_global_flag = ENG_accepted_GER_diplomatic_overtures
		}
	} {
		name = generic.3.c
		trigger = {
			AND = {
				FROM = {
					has_government = communism
				}
				has_government = communism
			}
		}
		IF = {
			limit = {
				FROM = {
					original_tag = ENG
				}
				ROOT = {
					original_tag = GER
					has_government = neutrality
					has_completed_focus = GER_ally_the_shade
				}
			}
			set_global_flag = ENG_accepted_GER_diplomatic_overtures
		}
	} {
		name = generic.3.e
		trigger = {
			NOT = {
				AND = {
					FROM = {
						has_government = democratic
					}
					has_government = democratic
				} {
					FROM = {
						has_government = fascism
					}
					has_government = fascism
				} {
					FROM = {
						has_government = communism
					}
					has_government = communism
				}
			}
		}
		IF = {
			limit = {
				FROM = {
					original_tag = ENG
				}
				ROOT = {
					original_tag = GER
					has_government = neutrality
					has_completed_focus = GER_ally_the_shade
				}
			}
			set_global_flag = ENG_accepted_GER_diplomatic_overtures
		}
	}
}
### Entity: Character
Component: IRQ_hashemite_supporter
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_hashemite_supporter = {
	random = no
	sprite = 13
	stability_factor = -0.05
	improve_relations_maintain_cost_factor = -1
	political_advisor_cost_factor = -0.5
	political_power_factor = 0.1
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_negotiate_carlist_support
Constructs: prerequisite, completion_reward, has_global_flag, set_country_flag, add_popularity, add_to_variable
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_negotiate_carlist_support
	available = {

	}
	bypass = {
		has_global_flag = spanish_civil_war
	}
	prerequisite = {
		focus = SPA_hand_over_the_ceda_campaign_chest
	}
	icon = GFX_goal_generic_military_deal
	x = 0
	y = 1
	relative_position_id = SPA_hand_over_the_ceda_campaign_chest
	cost = 4
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SPA_CIVIL_WAR
	}
	completion_reward = {
		set_country_flag = SPA_negotiate_carlist_support_flag
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		add_to_variable = {
			var = spa_civil_war_divisions_counter_var
			value = 5
		}
		custom_effect_tooltip = SPA_negotiate_carlist_support_tt SPA_negotiate_carlist_support_tt_2
	}
}
### Entity: Event
Component: luxembourg.273
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.273
	title = luxembourg.273.t
	desc = luxembourg.273.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = luxembourg.273.a
	}
}
### Entity: Character
Component: ANG_stc
Source: game
File: common/characters/ANG.txt

Code:
ANG_stc = {
	advisor = {
		slot = political_advisor
		idea_token = ANG_stc
		allowed = {
			original_tag = ANG
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Idea
Component: FRI_calmed_vietnamese_nationalism
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_calmed_vietnamese_nationalism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = chi_war_of_resistance
	modifier = {
		stability_factor = -0.05
		political_power_factor = -0.05
		custom_modifier_tooltip = FRI_growing_vietnamese_nationalism_tt
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_180
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_180 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 180
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 180
		value = 10000
	} {
		type = naval_avoid_region
		id = 180
		value = -200
	} {
		type = strategic_air_importance
		id = 180
		value = 25000
	}
}
### Entity: Country History
Country: KUM
Component: KUM_misc
Constructs: recruit_character, limit, add_ideas, set_technology, set_variable, set_research_slots, has_dlc, set_grand_doctrine
Source: game
File: history/countries/KUM - Kumul Khanate.txt

Code:
# Misc for KUM
capital = 760
set_variable = {
	CHI_warlord_army_political_power_gain = 0
}
{
	CHI_warlord_army_army_core_attack_factor = 0
}
{
	CHI_warlord_army_army_core_defence_factor = 0
}
{
	CHI_warlord_army_production_speed_buildings_factor = 0
}
{
	CHI_warlord_army_army_infantry_attack_factor = 0
}
{
	CHI_warlord_army_army_infantry_defence_factor = 0
}
{
	CHI_warlord_army_special_forces_cap = 0
}
{
	CHI_warlord_army_special_forces_out_of_supply_factor = 0
}
{
	warlord_faction_influence_war_score_factor = 0
}
{
	warlord_faction_influence_contribution_factor = 0
}
{
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
set_research_slots = 2
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	recruit_character = KUM_yulbars_khan
	add_ideas = {
		CHI_warlord_looting_idea
	}
}
{
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
set_grand_doctrine = mass_assault new_fleet_in_being
### Entity: Event
Component: news.180
Constructs: is_triggered_only, has_government, save_event_target_as
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.180
	title = news.180.t
	desc = news.180.d
	picture = GFX_news_event_french_parade
	major = yes
	is_triggered_only = yes
	immediate = {
		FRA = {
			save_event_target_as = France
		}
	}
	option = {
		name = news.180.a
		trigger = {
			OR = {
				has_government = communism
				tag = FRA
			}
		}
	} {
		name = news.180.b
		trigger = {
			has_government = fascism
			NOT = {
				tag = FRA
			}
		}
	} {
		name = news.180.c
		trigger = {
			has_government = democratic
			NOT = {
				tag = FRA
			}
		}
	} {
		name = news.180.e
		trigger = {
			has_government = neutrality
			NOT = {
				tag = FRA
			}
		}
	}
}
### Entity: Idea
Component: SPR_anarchist_society_11
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_11 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		consumer_goods_factor = -0.1
		conscription = 0.03
	}
}
### Entity: AI Strategy
Component: paratroopers_ITA
Constructs: has_tech
Source: game
File: common/ai_templates/templates_ITA.txt

Code:
paratroopers_ITA = {
	available_for = {
		ITA
	}
	role = paratroopers
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = paratroopers
			}
		}
	}
	paratrooper_default_ITA = {
		upgrade_prio = {
			base = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
			}
			regimental_support = {
				field_guns = 1
				anti_tank_battery = 1
			}
			regiments = {
				paratrooper = 9
			}
		}
	}
}
### Entity: Character
Component: SEN_acr
Source: game
File: common/characters/SEN.txt

Code:
SEN_acr = {
	advisor = {
		slot = air_chief
		idea_token = SEN_acr
		allowed = {
			original_tag = SEN
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Joint Focus
Component: CONGO_copper_cartridges
Constructs: prerequisite, limit, joint_focus, add_ideas, has_war_with, completion_reward, is_subject_of, has_global_flag
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_copper_cartridges
	dynamic = yes
	icon = GFX_focus_CONGO_copper_cartridges
	prerequisite = {
		focus = CONGO_expand_metallurgical_industry
	}
	relative_position_id = CONGO_ccci
	x = 0
	y = 6
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = BEL
			}
			add_ideas = COG_copper_cartridges_idea
		} {
			limit = {
				original_tag = COG
			}
			add_ideas = COG_copper_cartridges_small_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = BEL
			}
			add_ideas = COG_copper_cartridges_idea
		} {
			limit = {
				original_tag = COG
			}
			add_ideas = COG_copper_cartridges_small_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Idea
Component: EAI_DD_12/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
}