Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_japan_foreign_policy.138
Constructs: is_triggered_only, limit, fire_only_once, annex_country, every_state, is_core_of, add_core_of, clr_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.138
	title = SEA_japan_foreign_policy.138.t
	desc = SEA_japan_foreign_policy.138.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.138.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		every_state = {
			limit = {
				is_core_of = FROM
			}
			add_core_of = ROOT
		}
		FROM = {
			clr_country_flag = MAN_is_seeking_to_annexing_us_flag
		}
		clr_global_flag = MAN_is_currently_seeking_to_merge_a_puppet_government_into_them_flag
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_invest_in_destroyers
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_invest_in_destroyers
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = HON_navy
	}
	x = 52
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			NOT = {
				has_tech = basic_destroyer
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_womens_auxiliary_corps
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_womens_auxiliary_corps
	icon = GFX_focus_SWE_lottakoren
	prerequisite = {
		focus = RAJ_military_pensions
	}
	x = 2
	y = 1
	relative_position_id = RAJ_military_pensions
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = idea_RAJ_womens_auxiliary_corps
	}
}
### Entity: Character
Component: air_bomber_interception_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_bomber_interception_1 = {
	sprite = 1
	air_intercept_efficiency = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_bulgaria_on_the_three_seas
Constructs: prerequisite, limit, completion_reward, every_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_bulgaria_on_the_three_seas
	prerequisite = {
		focus = BUL_dominance_in_the_adriatic_sea
	} {
		focus = BUL_dominance_in_the_aegean_sea
	}
	icon = GFX_focus_BUL_bulgaria_on_the_three_seas
	relative_position_id = BUL_dominance_in_the_aegean_sea
	x = 1
	y = 1
	cost = 10
	available = {
		any_controlled_state = {
			BUL_state_is_in_the_black_sea = yes
		} {
			BUL_state_is_in_the_aegean_sea = yes
		} {
			BUL_state_is_in_the_adriatic_sea = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 50
		custom_effect_tooltip = BUL_bulgaria_on_the_three_seas_buliding_tt
		every_controlled_state = {
			limit = {
				OR = {
					BUL_state_is_in_the_black_sea = yes
					BUL_state_is_in_the_aegean_sea = yes
					BUL_state_is_in_the_adriatic_sea = yes
				}
				dockyard = > 0
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				OR = {
					BUL_state_is_in_the_black_sea = yes
					BUL_state_is_in_the_aegean_sea = yes
					BUL_state_is_in_the_adriatic_sea = yes
				}
				naval_base = > 0
			}
			add_building_construction = {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
					limit_to_victory_point = > 0
				}
			}
		}
	}
}
### Entity: Character
Component: HUN_her_serene_highness
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_her_serene_highness = {
	random = no
	sprite = 13
	stability_factor = 0.15
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_at_the_ready
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_at_the_ready
	icon = GFX_focus_generic_full_social_mobilization
	prerequisite = {
		focus = AUS_austrian_aggression
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_austrian_aggression
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_aggression_intro_tt
		add_to_variable = {
			AUS_aggression_industrial_capacity_factory = 0.1
			tooltip = industrial_capacity_factory_tt
		} {
			AUS_agrression_production_factory_efficiency_gain_factor = 0.1
			tooltip = production_factory_efficiency_gain_factor_tt
		}
	}
}
### Entity: Idea
Component: TUR_sub_zero_survival_training
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_sub_zero_survival_training = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_sub_zero_survival_training
	removal_cost = -1
	modifier = {
		army_leader_start_logistics_level = 1
		acclimatization_cold_climate_gain_factor = 0.15
		training_time_factor = -0.1
	}
}
### Entity: Idea
Component: bra_eficiencia_1
Constructs: removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_eficiencia_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_ind_pic
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		production_speed_infrastructure_factor = 0.05
	}
}
### Entity: Country History
Country: SYR
Component: SYR_technology
Constructs: set_technology
Source: game
File: history/countries/SYR - Syria.txt

Code:
# Starting Technologies for SYR
set_technology = {
	infantry_weapons = 1
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_medium_armor_2
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_medium_armor_2 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 150
		EAI_MARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 140
				EAI_MARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_chassis
		value = 4
	}
}
### Entity: Unit Template
Component: CHL_CV_HISTORICAL
Source: game
File: common/units/names_ships/CHL_ship_names.txt

Code:
CHL_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		CHL
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = BACH 
	fallback_name = Portaaviones %d
	unique = {
		Los Andes de Chile Excelsior Pacífico Meteoro Simpson La Fortuna
	}
}
### Entity: Scripted Effect
Component: ITA_create_rosa_dainelli_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_create_rosa_dainelli_operative = {
	create_operative_leader = {
		name = Rosa Dainelli
		GFX = GFX_portrait_ITA_rosa_dainelli
		traits = {
			operative_commando operative_demolition_expert
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ITA ETH
		}
	}
}
### Entity: Country History
Country: KUB
Component: KUB_characters
Constructs: recruit_character
Source: game
File: history/countries/KUB - Kuban Cossack.txt

Code:
# Leaders & Characters for KUB
recruit_character = KUB_aleksandr_berezzin KUB_ivanis_vasily_nikolaevich KUB_andrei_chkouro KUB_viatcheslav_tkatchiov
### Entity: Idea
Component: ICE_home_defense7
Constructs: army_defence_factor
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense7 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.2
		army_core_attack_factor = 0.2
		army_defence_factor = 0.1
		army_morale_factor = 0.1
		conscription = 0.02
		training_time_army_factor = -0.05
	}
}
### Entity: Idea
Component: CYP_national_guard_tt_6
Constructs: initiative_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_national_guard_tt_6 = {
	name = r56_CYP_dyn_mod_national_guard
	modifier = {
		army_core_defence_factor = 0.14
		army_morale_factor = 0.12
		political_power_factor = 0.05
		recruitable_population_factor = 0.125
		initiative_factor = -0.05
		org_loss_at_low_org_factor = -0.15
		dig_in_speed_factor = 0.15
		army_org = 5
		max_dig_in_factor = 0.15
		army_speed_factor = -0.05
	}
}
### Entity: Character
Component: SPR_gonzalo_queipo_de_llano
Source: game
File: common/characters/SPR.txt

Code:
SPR_gonzalo_queipo_de_llano = {
	name = SPR_gonzalo_queipo_de_llano
	portraits = {
		army = {
			large = GFX_portrait_SPA_gonzalo_queipo_de_llano
			small = GFX_portrait_SPR_gonzalo_queipo_de_llano_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer trait_SPA_nationalist_sympathies
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 1110
	}
}
### Entity: Unit Template
Component: SOV_IMPERIAL_GOVERNORATES
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_IMPERIAL_GOVERNORATES = {
	name = NAME_THEME_GOVERNORATES
	for_countries = {
		SOV
	}
	can_use = {
		OR = {
			has_government = fascism neutrality
		}
	}
	type = ship
	unique = {
		Arkhangelskaya Astrakhanskaya Kaluzhskaya Kostromskaya Kurskaya Moskovskaya Nizhegorodskaya Ryazanskaya Smolenskaya Tulskaya Tverskaya Vladimirskaya Vologodskaya Vyatskaya Yaroslavskaya Orenburgskaya Orlovskaya Penzenskaya Samarskaya Saratovskaya Simbirskaya Voronezhskaya Sankt-Peterburgskaya Irkutskaya Chernigovskaya Podolskaya Poltavskaya Tomskaya Pskovskaya Stavropolskaya Vitebskaya Permskaya Olonetskaya Ufimskaya Tavricheskaya Chernomorskaya Kazanskaya Khersonskaya Kharkovskaya Tobolskaya Kutaisskaya Liflyandskaya Mogilyovskaya Novgorodskaya Bessarabskaya
	}
}
### Entity: Order of Battle
Component: Nezavisim Tankov Polk
Constructs: division_template
Source: game
File: history/units/BUL_1939.txt

Code:
division = {
	name = Nezavisim Tankov Polk
	location = 949
	division_template = Tankov Polk
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Event
Component: cityfall.6
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.6
	title = cityfall.6.t
	desc = cityfall.6.d
	picture = GFX_news_event_fall_of_berlin2
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_berlin_jap
	}
	option = {
		name = cityfall.6.a
		trigger = {
			NOT = {
				TAG = JAP GER
			}
		}
	} {
		name = cityfall.6.b
		trigger = {
			TAG = JAP
		}
	} {
		name = cityfall.6.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Decision
Component: GRE_honor_byzantium_category
Constructs: has_completed_focus, add_ideas, add_stability, fire_only_once, is_fully_controlled_by, complete_effect, set_capital, set_province_name
Source: game
File: common/decisions/GRE_r56.txt

Code:
GRE_honor_byzantium_category = {
	GRE_constantinople_capital = {
		icon = GFX_decision_generic_nationalism
		available = {
			has_completed_focus = GRE_honor_byzantium
			797 = {
				is_fully_controlled_by = ROOT
			}
		}
		visible = {
			has_completed_focus = GRE_honor_byzantium
		}
		allowed = {
			tag = GRE
		}
		ai_will_do = {
			factor = 50
		}
		fire_only_once = yes
		days_remove = 5
		cost = 50
		complete_effect = {
			add_stability = 0.05
			set_capital = {
				state = 797
			}
			set_province_name = {
				id = 9833
				name = Constantinople
			}
		}
	}
	GRE_repurpose_the_hagia_sophia = {
		icon = GFX_decision_generic_nationalism
		available = {
			797 = {
				is_fully_controlled_by = ROOT
			}
		}
		visible = {
			OR = {
				has_completed_focus = GRE_honor_byzantium GRE_reviving_the_double_headed_eagle
			}
		}
		ai_will_do = {
			factor = 50
		}
		allowed = {
			tag = GRE
		}
		fire_only_once = yes
		days_remove = 60
		cost = 50
		modifier = {
			civilian_factory_use = 2
		}
		remove_effect = {
			add_ideas = GRE_patriarch_support
			797 = {
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: Event
Component: germany.97
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.97
	title = germany.97.t
	desc = germany.97.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	option = {
		name = germany.97.a
		create_wargoal = {
			type = take_state_focus
			target = YUG
			generator = {
				102 853
			}
		}
		hidden_effect = {
			news_event = {
				id = news.165
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_equipment_purchases.4
Constructs: is_triggered_only, ai_chance, set_variable, set_country_flag, has_tech
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_equipment_purchases.4
	title = bftb_bulgaria_equipment_purchases.4.t
	desc = bftb_bulgaria_equipment_purchases.4.desc
	picture = GFX_report_event_bul_aircraft_repairs
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_equipment_purchases.4.a
		ai_chance = {
			base = 15
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = small_plane_airframe
					ratio = < 0.76
				}
			}
		}
		set_variable = {
			BUL_aircraft_type = token:small_plane_airframe
		}
		var:BUL_aircraft_seller = {
			set_country_flag = BUL_producing_fighters_for_bulgaria_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.4.a_tt
	} {
		name = bftb_bulgaria_equipment_purchases.4.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = small_plane_naval_bomber_airframe
					ratio = < 0.76
				}
			}
		}
		trigger = {
			var:BUL_aircraft_seller = {
				has_tech = naval_bomber1
			}
		}
		set_variable = {
			BUL_aircraft_type = token:small_plane_naval_bomber_airframe
		}
		var:BUL_aircraft_seller = {
			set_country_flag = BUL_producing_naval_bombers_for_bulgaria_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.4.b_tt
	} {
		name = bftb_bulgaria_equipment_purchases.4.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = medium_plane_airframe
					ratio = < 0.76
				}
			}
		}
		trigger = {
			var:BUL_aircraft_seller = {
				OR = {
					has_tech = early_bomber iw_medium_airframe
				}
			}
		}
		set_variable = {
			BUL_aircraft_type = token:medium_plane_airframe
		}
		var:BUL_aircraft_seller = {
			set_country_flag = BUL_producing_tactical_bombers_for_bulgaria_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.4.c_tt
	}
}
### Entity: Event
Component: denmark_protection_event.131
Constructs: is_triggered_only, fire_only_once, add_political_power, add_to_faction
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.131
	title = denmark_protection_event.131.t
	desc = denmark_protection_event.131.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.131.a
		add_political_power = 25
		faction_leader = {
			add_to_faction = FROM
		}
	}
}
### Entity: Event
Component: BBA_african_union_events.9
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.9
	title = BBA_african_union_events.9.t
	desc = BBA_african_union_events.9.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_african_unity
	option = {
		name = BBA_african_union_events.9.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: State History
Component: 533
Constructs: add_core_of
Source: game
File: history/states/533-Akita.txt

Code:
state = {
	id = 533
	name = STATE_533
	manpower = 4266278
	state_category = town
	resources = {
		steel = 10
		oil = 3
		coal = 2
	}
	history = {
		owner = JAP
		add_core_of = JAP
		buildings = {
			industrial_complex = 1
			fuel_silo = 1
			infrastructure = 2
			air_base = 6
			9859 = {
				naval_base = 6
			}
		}
		victory_points = {
			6994 5
		} {
			1063 2
		} {
			9807 1
		}
	}
	provinces = {
		1063 1165 3848 6870 6873 6994 9807 9859 9865 11847 12056
	}
	local_supplies = 9.0
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_island_fortification_project
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_island_fortification_project
	icon = GFX_goal_generic_nested_fortifications
	x = -1
	y = 1
	prerequisite = {
		focus = CUB_lay_claim_to_curacao_and_trinidad
	}
	relative_position_id = CUB_lay_claim_to_curacao_and_trinidad
	cost = 20
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 25
	}
	available = {
		controls_state = 689 690 693 686 972 1079 1081 308 694 1082 1080 1083 1084 1085 692 691 695
	}
	bypass = {

	}
	completion_reward = {
		custom_effect_tooltip = CUB_island_fortification_tt
		hidden_effect = {
			689 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
				} {
					type = coastal_bunker
					province = 12304
					level = 3
				} {
					type = naval_base
					province = 12304
					level = 2
				}
			}
			690 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
				} {
					type = coastal_bunker
					province = 10254
					level = 3
				} {
					type = coastal_bunker
					province = 4647
					level = 2
				} {
					type = coastal_bunker
					province = 7245
					level = 2
				} {
					type = naval_base
					province = 10254
					level = 2
				}
			}
			693 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
				} {
					type = coastal_bunker
					province = 1513
					level = 3
				} {
					type = coastal_bunker
					province = 10440
					level = 2
				} {
					type = naval_base
					province = 1513
					level = 2
				}
			}
			318 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
				} {
					type = coastal_bunker
					province = 4641
					level = 3
				} {
					type = naval_base
					province = 4641
					level = 2
				}
			}
			319 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
				} {
					type = coastal_bunker
					province = 7660
					level = 3
				} {
					type = naval_base
					province = 7660
					level = 2
				}
			}
			686 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
				} {
					type = coastal_bunker
					province = 1440
					level = 3
				} {
					type = naval_base
					province = 1440
					level = 2
				}
			}
			972 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
				} {
					type = coastal_bunker
					province = 4155
					level = 2
				}
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_cross_border_ties
Constructs: prerequisite, completion_reward, has_army_manpower, add_claim_by
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_cross_border_ties
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = AFG_militia_cavalry
	}
	x = -2
	y = 1
	relative_position_id = AFG_scavenging
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_army_manpower = {
			size = > 119000
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = AFG_cross_border_ties_tt
		442 = {
			add_claim_by = ROOT
		}
		445 = {
			add_claim_by = ROOT
		}
		444 = {
			add_claim_by = ROOT
		}
		988 = {
			add_claim_by = ROOT
		}
		987 = {
			add_claim_by = ROOT
		}
	}
}
### Entity: Order of Battle
Component: air_wing_371
Source: game
File: history/units/USA_1939_air_bba.txt

Code:
air_wings = {
	371 = {
		small_plane_cas_airframe_2 = {
			owner = USA
			amount = 63
			version_name = A-20
		}
	}
}
### Entity: Technology
Component: aa_hmg
Constructs: enable_equipment_modules, research_cost, has_tech
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		heavy_mg_2x heavy_mg_4x hmg_defense_turret hmg_defense_turret_2x
	}
	research_cost = 1
	start_year = 1939
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 5
		}
	}
	categories = {
		air_equipment plane_modules_tech cat_air_guns mio_cat_all_light_fighter_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				has_tech = basic_small_airframe basic_medium_airframe basic_large_airframe
			}
			factor = 5
		} {
			OR = {
				tag = USA GER
			}
			factor = 3
		}
	}
}
### Entity: Idea
Component: idea_CHI_sympathetic_judges
Constructs: is_chinese_warlord, removal_cost
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_sympathetic_judges = {
	picture = generic_oppression
	allowed = {
		is_chinese_warlord = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain_trade_factor = -0.2
		autonomy_manpower_share = 0.05
		license_subject_master_purchase_cost = -1
		autonomy_gain_ll_to_overlord_factor = -0.25
		autonomy_gain_warscore_factor = -0.15
		cic_to_overlord_factor = 0.1
		mic_to_overlord_factor = 0.1
		extra_trade_to_overlord_factor = 0.5
		global_building_slots = 1
	}
}
### Entity: Technology
Component: midget_submarines
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_midget_submarine
	}
	research_cost = 1
	start_year = 1936
	allow = {
		always = no
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_free_school_policy
Constructs: prerequisite, completion_reward, has_idea, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_free_school_policy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = AST_public_institutions
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_public_institutions
	x = -1
	y = 1
	cost = 10
	available = {
		has_idea = AST_nationalizing_spirit
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		} {
			AST_forging_australias_future_spirit_special_project_speed_factor = 0.1
			tooltip = special_project_speed_factor_tt
		} {
			AST_forging_australias_future_spirit_production_speed_facility_factor = 0.1
			tooltip = production_speed_facility_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}