Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bul_focus
Component: BUL_contract_foreign_companies
Constructs: prerequisite, limit, has_war_with, completion_reward, has_dlc, unlock_decision_category_tooltip
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_contract_foreign_companies
	prerequisite = {
		focus = BUL_reorganize_the_military_industry
	}
	icon = GFX_focus_generic_license_production
	relative_position_id = BUL_reorganize_the_military_industry
	x = 3
	y = 1
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		effect_tooltip = {
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				unlock_decision_category_tooltip = foreign_mio_decisions_category
			}
			ELSE = {
				if = {
					limit = {
						country_exists = GER
						NOT = {
							has_war_with = GER
						}
						GER = {
							BUL_is_valid_subject = yes
						}
					}
					activate_targeted_decision = {
						target = GER
						decision = BUL_military_agreements
					}
				} {
					limit = {
						country_exists = ENG
						NOT = {
							has_war_with = ENG
						}
						ENG = {
							BUL_is_valid_subject = yes
						}
					}
					activate_targeted_decision = {
						target = ENG
						decision = BUL_military_agreements
					}
				} {
					limit = {
						country_exists = SOV
						NOT = {
							has_war_with = SOV
						}
						SOV = {
							BUL_is_valid_subject = yes
						}
					}
					activate_targeted_decision = {
						target = SOV
						decision = BUL_military_agreements
					}
				} {
					limit = {
						country_exists = ITA
						NOT = {
							has_war_with = ITA
						}
						ITA = {
							BUL_is_valid_subject = yes
						}
					}
					activate_targeted_decision = {
						target = ITA
						decision = BUL_military_agreements
					}
				}
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				activate_targeted_decision = {
					target = GER
					decision = BUL_military_agreements
				} {
					target = ENG
					decision = BUL_military_agreements
				} {
					target = SOV
					decision = BUL_military_agreements
				} {
					target = ITA
					decision = BUL_military_agreements
				}
			}
		}
	}
}
### Entity: Faction
Component: faction_manifest_suppress_asian_communism
Constructs: is_manifest, communism_drift
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_suppress_asian_communism = {
	name = suppress_asian_communism_goal_name
	description = suppress_asian_communism_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:countries_asia
		completed_amount_collection = collection:non_communist_or_capitulated_countries_asia
		scale = {
			communism_drift = -0.05
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					political_power_factor = 0.1
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: NORDIC_navy_originator_dmod
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NORDIC_navy_originator_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_navy_bonus
	remove_trigger = {
		NORDIC_basic_joint_trigger = no
	}
	experience_gain_navy = 0.2
	naval_doctrine_cost_factor = NORDIC_navy_originator_dmod_naval_doctrine_cost_factor
	repair_speed_factor = NORDIC_navy_originator_dmod_naval_repair_speed_factor
	navy_leader_cost_factor = NORDIC_navy_originator_dmod_navy_leader_cost_factor
}
### Entity: Idea
Component: ARG_fabricaciones_militares
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/argentina.txt

Code:
ARG_fabricaciones_militares = {
	picture = ARG_fabricaciones_militares
	allowed = {
		original_tag = ARG
		has_dlc = Trial of Allegiance
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Idea
Component: INS_pelni
Constructs: has_completed_focus, is_subject, removal_cost, is_subject_of, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_pelni = {
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_completed_focus = INS_increase_convoy_production
		is_subject = no
		controls_state = 1126
	}
	removal_cost = -1
	picture = GFX_idea_INS_pelni
	visible = {
		NOT = {
			OR = {
				is_subject_of = HOL GER
			}
		}
	}
	cost = 75
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.15
		}
		screen_ship = {
			instant = yes
			naval_range = -0.15
			build_cost_ic = -0.05
		}
	}
}
### Entity: Modding Documentation
Construct: Examples
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### Examples
```
TAG = {
	faction_manifest_fulfillment > VALUE
}
```

* (Auto generated using the trigger with same name)
### Entity: National Focus
Tree: ast_focus
Component: AST_the_guild_for_the_war_effort
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_guild_for_the_war_effort
	icon = GFX_focus_SOV_womens_fascist_movement
	prerequisite = {
		focus = AST_realize_the_value_of_british_citizenship
	} {
		focus = AST_the_bolsheviks_counterforce
	}
	relative_position_id = AST_realize_the_value_of_british_citizenship
	x = 2
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		custom_effect_tooltip = AST_australia_first_spirit_tt generic_skip_one_line_tt
		add_to_variable = {
			AST_australia_first_war_support_factor = 0.1
			tooltip = war_support_factor_tt
		} {
			var = AST_forging_australias_future_spirit_production_factory_start_efficiency_factor
			value = 0.075
			tooltip = production_factory_start_efficiency_factor_tt
		}
		AST_add_or_modify_forging_australias_future = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_bombay_trade_port
Constructs: prerequisite, completion_reward, is_fully_controlled_by, is_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_bombay_trade_port
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = RAJ_lobby_for_increased_policing_responsibilities
	}
	x = -3
	y = 1
	relative_position_id = RAJ_lobby_for_increased_policing_responsibilities
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		429 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {
		NOT = {
			429 = {
				is_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		429 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_add_CFORT_COAST
Constructs: limit, has_country_flag, add_building_construction, add_to_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_add_CFORT_COAST = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_add_CFORT_COAST in [?This.id] [This.GetName]
	}
	add_building_construction = {
		type = coastal_bunker
		province = {
			all_provinces = yes
			limit_to_coastal = yes
		}
		level = 1
		instant_build = no
	}
	add_to_variable = {
		EAI_forts_constructed_on_coast_@ROOT = 1
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_alliance_with_mexico
Constructs: prerequisite, has_government, completion_reward, is_puppet, is_in_faction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_alliance_with_mexico
	icon = GFX_goal_mexico_mexico_first
	relative_position_id = VEN_unify_political_command
	x = -3
	y = 3
	cost = 10
	available = {
		is_puppet = no
		is_in_faction = yes
		MEX = {
			exists = yes
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	mutually_exclusive = {
		focus = VEN_attack_mexico
	}
	prerequisite = {
		focus = VEN_attack_central_america VEN_alliance_with_honduras
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		MEX = {
			country_event = {
				hours = 8
				id = generic.5
			}
		}
	}
}
### Entity: Unit Leader
Component: caustic_personality
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
caustic_personality = {
	type = navy
	trait_type = personality_trait
	modifier = {
		ships_at_battle_start = -0.25
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_mobilize_natural_resources
Constructs: prerequisite, has_war, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_mobilize_natural_resources
	icon = GFX_goal_excavation
	prerequisite = {
		focus = BUL_expand_the_chelopech_gold_deposit
	}
	relative_position_id = BUL_build_coal_power_plants
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		OR = {
			has_war = yes
			threat = > 0.1
		}
	}
	completion_reward = {
		add_ideas = BUL_mobilized_resources
		add_tech_bonus = {
			name = BUL_mobilize_natural_resources
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_30
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_30 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 30
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 30
	}
}
### Entity: Character
Component: MNC_louis_antoine_grimaldi
Constructs: has_government
Source: game
File: common/characters/MNC.txt

Code:
MNC_louis_antoine_grimaldi = {
	name = MNC_louis_antoine_grimaldi
	portraits = {
		civilian = {
			large = gfx/leaders/MNC/r56_portrait_MNC_Louis_II.dds
			small = gfx/interface/ideas/mnc/r56_MNC_Louis_II.dds
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1965.1.1.1
		id = -1
		traits = {
			compromised_beliefs isolationist nationalistic_tendencies r56_trait_opposed_to_communism
		}
	}
	corps_commander = {
		traits = {
			old_guard war_hero
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_heavy_armor_5
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_heavy_armor_5 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 300
		EAI_HARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 290
				EAI_HARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_chassis
		value = 4
	}
}
### Entity: Joint Focus
Component: HABSBURG_motorizing_the_armies
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_motorizing_the_armies
	dynamic = yes
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = HABSBURG_reform_gemeinsame_armee
	}
	relative_position_id = HABSBURG_reform_gemeinsame_armee
	x = 3
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 8
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
			add_to_variable = {
				global.HABSBURG_army_army_speed_factor = 0.05
				tooltip = army_speed_factor_tt
			} {
				global.HABSBURG_army_motorized_attack_factor = 0.15
				tooltip = motorized_attack_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
			add_to_variable = {
				global.HABSBURG_army_army_speed_factor = 0.05
				tooltip = army_speed_factor_tt
			} {
				global.HABSBURG_army_motorized_attack_factor = 0.15
				tooltip = motorized_attack_factor_tt
			}
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_learn_from_the_regia_marina
Constructs: shared_focus, prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_learn_from_the_regia_marina
	icon = GFX_goal_italy_regia_marina_2
	cost = 10.0
	ai_will_do = {
		factor = 12
	}
	prerequisite = {
		focus = SPR_join_italy
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = sub_op_bonus
			cost_reduction = 0.5
			uses = 2
			category = submarine_doctrine
		}
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = -1
	y = 1
	relative_position_id = SPR_join_italy
}
### Entity: Unit Template
Component: PAN_BC_HISTORICAL
Source: game
File: common/units/names_ships/PAN_ship_names.txt

Code:
PAN_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		PAN
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ARP 
	fallback_name = Crucero de Batalla %d
	unique = {
		Ciudad de Panamá La Revolución de 1889
	}
}
### Entity: Character
Component: PAK_nccr
Source: game
File: common/characters/PAK.txt

Code:
PAK_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = PAK_nccr
		allowed = {
			original_tag = PAK
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Idea
Component: CHL_stricter_labor_laws
Constructs: stability_factor, industrial_capacity_factory, removal_cost, add_to_variable
Source: game
File: common/ideas/chile.txt

Code:
CHL_stricter_labor_laws = {
	picture = FRA_matignon_agreements
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	on_remove = {
		custom_effect_tooltip = CHL_modify_chilean_economy_ns_intro
		add_to_variable = {
			CHL_economy_consumer_goods_factor = -0.25
			tooltip = consumer_goods_factor_tt
		} {
			CHL_economy_stability_factor = 0.1
			tooltip = production_speed_buildings_factor_tt
		}
	}
	modifier = {
		stability_factor = 0.05
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: Idea
Component: GRE_political_instability_republican
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_political_instability_republican = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = no
	}
	picture = gre_political_instability_republican
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		war_support_factor = -0.25
	}
}
### Entity: Idea
Component: strategic_bombing_focus
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/usa.txt

Code:
strategic_bombing_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: bhp_steel
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
bhp_steel = {
	picture = generic_industrial_concern_1
	allowed = {
		original_TAG = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		industrial_concern
	}
	modifier = {

	}
}
### Entity: Order of Battle
Component: air_wing_62
Source: game
File: history/units/GER_1939_air_legacy.txt

Code:
air_wings = {
	62 = {
		tac_bomber_equipment_1 = {
			owner = GER
			amount = 77
		} {
			owner = GER
			amount = 77
		}
		CAS_equipment_1 = {
			owner = GER
			amount = 54
		} {
			owner = GER
			amount = 54
		}
		fighter_equipment_1 = {
			owner = GER
			version_name = Bf 109 E
			amount = 72
		}
		heavy_fighter_equipment_1 = {
			owner = GER
			amount = 30
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_why_we_fight
Constructs: prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_idea, set_rule
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_why_we_fight
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = SER_deterrence SER_research_grants
	}
	available = {
		OR = {
			threat = > 0.75
			has_defensive_war = yes
		}
	}
	continue_if_invalid = yes
	relative_position_id = SER_deterrence
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = why_we_fight_focus
		custom_effect_tooltip = why_we_fight_effect
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = neutrality_idea
					}
				}
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: iscor
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/south_africa.txt

Code:
iscor = {
	picture = generic_tank_manufacturer_3
	allowed = {
		original_TAG = SAF
		has_dlc = Together for Victory
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Scripted Trigger
Component: EAI_TAC_design_priority
Constructs: has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_TAC_design_priority = {
	OR = {
		AND = {
			EAI_FTR_aircraft_production = yes
			NOT = {
				has_design_based_on = small_plane_airframe
			}
		} {
			EAI_HFTR_aircraft_production = yes
			NOT = {
				has_design_based_on = medium_plane_fighter_airframe
			}
		} {
			EAI_CV_aircraft_production = yes
			NOT = {
				has_design_based_on = cv_small_plane_airframe cv_small_plane_naval_bomber_airframe
			}
		}
	}
}
### Entity: AI Strategy
Component: JAP_push_hbc_hard_initially
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_push_hbc_hard_initially = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				date = > 1937.1.1
			}
			has_war_with = HBC
		}
		date = < 1939.1.1
	}
	abort_when_not_enabled = yes
	abort = {
		1039 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		608 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	ai_strategy = {
		type = conquer
		id = HBC
		value = 500
	} {
		type = front_control
		state = 1039
		ratio = 0.3
		priority = 1000
		ordertype = front
		execution_type = rush
		execute_order = yes
	} {
		type = front_control
		state = 608
		ratio = 0.3
		priority = 1000
		ordertype = front
		execution_type = rush
		execute_order = yes
	}
}
### Entity: Order of Battle
Component: air_wing_66
Source: game
File: history/units/GER_1939_air_legacy.txt

Code:
air_wings = {
	66 = {
		tac_bomber_equipment_1 = {
			owner = GER
			amount = 96
		}
		tac_bomber_equipment_0 = {
			owner = GER
			version_name = Do 17
			amount = 84
		} {
			owner = GER
			version_name = Do 17
			amount = 76
		}
		CAS_equipment_1 = {
			owner = GER
			amount = 72
		} {
			owner = GER
			amount = 72
		} {
			owner = GER
			amount = 72
		}
		heavy_fighter_equipment_1 = {
			owner = GER
			amount = 30
		}
		fighter_equipment_1 = {
			owner = GER
			version_name = Bf 109 E
			amount = 66
		} {
			owner = GER
			version_name = Bf 109 E
			amount = 66
		}
	}
}
### Entity: Idea
Component: MAN_zongli_yamen
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_zongli_yamen = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_disjointed_gov
	modifier = {
		research_speed_factor = 0.05
		trade_opinion_factor = 0.25
		opinion_gain_monthly_same_ideology_factor = 0.5
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_field_hospitals
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_field_hospitals
	icon = GFX_goal_medicine
	prerequisite = {
		focus = VNZ_motorization_effort
	}
	relative_position_id = VNZ_motorization_effort
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = hospital_company_tech_bonus_name
			bonus = 1
			uses = 2
			category = hospital_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: HUN_expand_the_levente
Constructs: removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/r56_hungary.txt

Code:
HUN_expand_the_levente = {
	picture = generic_manpower_bonus
	allowed = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.15
		mobilization_speed = 0.15
	}
}
### Entity: Character
Component: SIA_prajadhipok
Source: game
File: common/characters/SIA.txt

Code:
SIA_prajadhipok = {
	name = SIA_prajadhipok
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_prajadhipok_small
			large = GFX_portrait_SIA_prajadhipok
		}
	}
}
### Entity: Order of Battle
Component: 3. Florida Volunteers
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 3. Florida Volunteers
	location = 12353
	division_template = Volunteer Brigade
}
### Entity: Event
Component: quebec.14
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.14
	title = quebec.14.t
	desc = quebec.14.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.14.a
	}
}