Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ENG_imperial_conference_defense_4
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_imperial_conference_defense_4 = {
	name = ENG_imperial_conference_defense_dominion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = 0.12
		industrial_capacity_dockyard = 0.12
	}
	picture = generic_war_preparation
	removal_cost = -1
}
### Entity: Idea
Component: NCY_stc
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_stc = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = NCY
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Character
Component: bomber_producer_offense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
bomber_producer_offense_2 = {
	random = no
	equipment_bonus = {
		medium_plane_airframe = {
			air_bombing = 0.15
			air_ground_attack = 0.15
			air_range = 0.1
		}
		large_plane_airframe = {
			air_bombing = 0.15
			reliability = 0.15
			air_range = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_subjegate_serbia
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_ally_with, has_guaranteed, has_wargoal_against, create_wargoal
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_subjegate_serbia
	icon = GFX_focus_generic_attack_yugoslavia
	prerequisite = {
		focus = CZE_demand_slovenia CZE_demand_overlordship_of_yugoslav_league CZE_facilitate_a_strong_hungary
	}
	cost = 5
	relative_position_id = CZE_demand_slovenia
	x = 2
	y = 1
	available = {
		is_subject = no
		YUG = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = YUG
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			strength_ratio = {
				tag = YUG
				ratio = < 0.7
			}
		} {
			factor = 0
			any_other_country = {
				has_guaranteed = YUG
				NOT = {
					has_guaranteed = ROOT
					is_ally_with = ROOT
				}
				strength_ratio = {
					tag = ROOT
					ratio = > 0.7
				}
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = YUG
			has_wargoal_against = YUG
			NOT = {
				country_exists = YUG
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = YUG
			expire = 730
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Unit Template
Component: AUS_PAR_01
Source: game
File: common/units/names_divisions/AUS_names_divisions.txt

Code:
AUS_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		AUS
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallschirmjäger-Division
	ordered = {
		1 = {
			%d. Fallschirmjäger-Division
		}
		2 = {
			%d. Fallschirmjäger-Division
		}
		3 = {
			%d. Fallschirmjäger-Division
		}
		4 = {
			%d. Fallschirmjäger-Division
		}
		5 = {
			%d. Fallschirmjäger-Division
		}
		6 = {
			%d. Fallschirmjäger-Division
		}
		7 = {
			%d. Fallschirmjäger-Division
		}
		8 = {
			%d. Fallschirmjäger-Division
		}
		9 = {
			%d. Fallschirmjäger-Division
		}
		10 = {
			%d. Fallschirmjäger-Division
		}
	}
}
### Entity: Country History
Country: SCI
Component: SCI_technology
Constructs: set_technology
Source: game
File: history/countries/SCI - Sicily.txt

Code:
# Starting Technologies for SCI
set_technology = {
	etax_doctrine = 1
	camo = 1
	steel_production_1 = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	support_weapons = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_maintenance_company = 1
	tech_field_hospital = 1
	tech_logistics_company = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	interwar_antitank = 1
	fuel_silos = 1
	fuel_refining = 1
	tech_mountaineers = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	basic_depth_charges = 1
	basic_torpedo = 1
	basic_battery = 1
	basic_cruiser_armor_scheme = 1
	basic_heavy_battery = 1
	basic_medium_battery = 1
	basic_light_battery = 1
	basic_heavy_armor_scheme = 1
	early_ship_hull_submarine = 1
	basic_ship_hull_submarine = 1
	early_ship_hull_light = 1
	basic_ship_hull_light = 1
	early_ship_hull_cruiser = 1
	basic_ship_hull_cruiser = 1
	early_ship_hull_heavy = 1
	basic_ship_hull_heavy = 1
	mtg_transport = 1
	coastal_defense_ships = 1
}
### Entity: Idea
Component: CZE_pfot_fortification_destruction_research
Constructs: research_bonus, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_pfot_fortification_destruction_research = {
	picture = generic_artillery_regiments
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	research_bonus = {
		artillery = 0.15
	}
	removal_cost = -1
	modifier = {
		sp_land_large_caliber_kinetic_energy_sabot_speed_factor = 0.5
	}
}
### Entity: Character
Component: BRA_augusto_rademaker
Source: game
File: common/characters/BRA.txt

Code:
BRA_augusto_rademaker = {
	name = BRA_augusto_rademaker
	portraits = {
		army = {
			large = GFX_portrait_BRA_augusto_rademaker
			small = GFX_portrait_BRA_augusto_rademaker_small
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: Idea
Component: GER_barbarossa
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_barbarossa = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_acquire_tanks
	targeted_modifier = {
		tag = SOV
		breakthrough_bonus_against = 0.15
		defense_bonus_against = 0.05
	}
}
### Entity: Unit Template
Component: EGY_MAR_01
Source: game
File: common/units/names_divisions/ARBC_names_divisions.txt

Code:
EGY_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		ALG EGY ERI JOR KUW LBA LEB MOR MRT PAL QAT SOM SUD SYR TUN UAE WES
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	link_numbering_with = {
		EGY_INF_01
	}
	fallback_name = al-Mushati al-%dr
	ordered = {
		20 = {
			al-Mushati al-%dr
		}
		21 = {
			al-Mushati al-%dr
		}
		22 = {
			al-Mushati al-%dr
		}
		23 = {
			al-Mushati al-%dr
		}
		24 = {
			al-Mushati al-%dr
		}
		25 = {
			al-Mushati al-%dr
		}
		26 = {
			al-Mushati al-%dr
		}
		27 = {
			al-Mushati al-%dr
		}
		28 = {
			al-Mushati al-%dr
		}
		29 = {
			al-Mushati al-%dr
		}
		30 = {
			al-Mushati al-%dr
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_200
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_200 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 200
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 200
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_naval_power_projection
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_owned_and_controlled_by, is_coastal, is_subject
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_naval_power_projection
	icon = GFX_focus_DEN_naval_power_projection
	prerequisite = {
		focus = DEN_baltic_sea_domination DEN_north_sea_ambitions
	}
	relative_position_id = DEN_expand_ubadsvabnet
	x = 0
	y = 4
	cost = 10
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
			is_coastal = yes
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		mio:DEN_orlogsvaerftet_organization = {
			add_mio_size = 1
		}
		mio:DEN_burmeister_wain_organization = {
			add_mio_size = 1
		}
		add_doctrine_cost_reduction = {
			name = DEN_naval_power_projection
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		if = {
			limit = {
				910 = {
					is_fully_controlled_by = ROOT
				}
				has_completed_focus = DEN_baltic_sea_domination
			}
			910 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					province = 6361
					instant_build = yes
				} {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				124 = {
					is_fully_controlled_by = ROOT
				}
				has_completed_focus = DEN_baltic_sea_domination
			}
			124 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					province = 408
					instant_build = yes
				} {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				337 = {
					is_fully_controlled_by = ROOT
				}
				has_completed_focus = DEN_north_sea_ambitions
			}
			337 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 2
					province = 13003
					instant_build = yes
				} {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				100 = {
					is_fully_controlled_by = ROOT
				}
				has_completed_focus = DEN_north_sea_ambitions
			}
			100 = {
				add_extra_state_shared_building_slots = 1
				add_building
# ... (truncated)
### Entity: Event
Component: tsr_manchukuo.8
Constructs: is_triggered_only, ai_chance, has_opinion, create_wargoal, annex_everything
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.8
	title = tsr_manchukuo.8.t
	desc = tsr_manchukuo.8.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.8.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 3
				has_opinion = {
					target = FROM
					value = < 45
				}
			}
		}
		ROOT = {
			create_wargoal = {
				type = annex_everything
				target = FROM
			}
		}
	}
}
### Entity: Event
Component: toykan.23
Constructs: is_triggered_only
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.23
	title = toykan.23.t
	desc = toykan.23.d
	picture = GFX_report_event_albanian_partisans
	is_triggered_only = yes
	option = {
		name = toykan.23.a
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ARocket_artillery.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Rocket_artillery.png"
### Entity: Character
Component: YEM_imam_yahya
Source: game
File: common/characters/YEM.txt

Code:
YEM_imam_yahya = {
	name = YEM_imam_yahya
	portraits = {
		civilian = {
			large = GFX_portrait_yemen_imam_yahya
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		traits = {
			YEM_supreme_imam_trait
		}
		id = -1
	}
}
### Entity: Idea
Component: KUR_rejected_ankara_treaty
Constructs: army_defence_factor, war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
KUR_rejected_ankara_treaty = {
	allowed = {
		OR = {
			original_tag = IRQ KUR
		}
	}
	removal_cost = -1
	picture = HUN_treaty_of_triannon
	modifier = {
		war_support_factor = 0.1
		army_attack_factor = 0.1
		army_defence_factor = 0.1
	}
}
### Entity: Idea
Component: JAP_temporary_factory_output_bonus_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_temporary_factory_output_bonus_idea = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {

	}
	modifier = {
		industrial_capacity_factory = 0.1
	}
}
### Entity: Idea
Component: SWI_good_trade
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_good_trade = {
	allowed_civil_war = {
		always = yes
	}
	picture = can_wartime_prices_and_trade_board
	modifier = {
		trade_opinion_factor = 0.3
		trade_laws_cost_factor = -0.25
		foreign_subversive_activites = -0.25
		enemy_justify_war_goal_time = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_clear_active_desperate_defense
Constructs: remove_ideas, clr_country_flag, clear_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_clear_active_desperate_defense = {
	clr_country_flag = EAI_desperate_defense_active EAI_dynamic_desperate_defense_active
	EAI_DIFFICULTY_clear_equipment_modifier_DD = yes
	clear_variable = EAI_desperate_defense_level
	remove_ideas = {
		EAI_desperate_defense_1 EAI_desperate_defense_2 EAI_desperate_defense_3 EAI_desperate_defense_4 EAI_desperate_defense_5 EAI_desperate_defense_6 EAI_desperate_defense_7 EAI_desperate_defense_8 EAI_desperate_defense_9 EAI_desperate_defense_10 EAI_desperate_defense_11 EAI_desperate_defense_12 EAI_desperate_defense_13 EAI_desperate_defense_14 EAI_desperate_defense_15 EAI_desperate_defense_16 EAI_desperate_defense_17 EAI_desperate_defense_18 EAI_desperate_defense_19 EAI_desperate_defense_20
	}
}
### Entity: AI Strategy
Component: r56_SIK_KHM_two_enter_one_leaves_and_joins_front
Constructs: is_in_faction, has_full_control_of_state
Source: game
File: common/ai_strategy/r56_SIK.txt

Code:
r56_SIK_KHM_two_enter_one_leaves_and_joins_front = {
	allowed = {
		OR = {
			original_tag = KHM SIK
		}
	}
	enable = {
		ROOT = {
			exists = yes
			is_in_faction = no
			AND = {
				has_full_control_of_state = 617 618 619 759 760
				controls_state = 287
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = CHI
		value = -250
	} {
		type = alliance
		id = SOV
		value = -250
	}
}
### Entity: Event
Component: ARG_political_events.23
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.23
	title = ARG_political_events.23.t
	desc = ARG_political_events.23.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ARG_political_events.23.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: YUG_draza_mihailovic
Source: game
File: common/characters/YUG.txt

Code:
YUG_draza_mihailovic = {
	advisor = {
		slot = army_chief
		idea_token = YUG_draza_mihailovic
		allowed = {
			original_tag = YUG
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = YUG_draza_mihailovic
	portraits = {
		army = {
			small = GFX_idea_YUG_draza_mihailovic
		}
	}
}
### Entity: Achievement
Component: brentry
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_faction_leader, is_in_faction_with
Source: game
File: common/achievements.txt

Code:
brentry = {
	id = 218
	possible = {
		OR = {
			tag = BEL AUS HOL
		}
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					is_faction_leader = yes
					OR = {
						has_completed_focus = BEL_the_council_of_europe BEL_support_the_european_project
					}
					ENG = {
						is_in_faction_with = ROOT
					}
				}
			} {
				original_tag = AUS
				AUS = {
					is_faction_leader = yes
					has_completed_focus = AUS_via_danube_to_europe
					ENG = {
						is_in_faction_with = ROOT
					}
				}
			} {
				original_tag = HOL
				HOL = {
					is_faction_leader = yes
					has_completed_focus = HOL_foundations_for_a_european_union
					ENG = {
						is_in_faction_with = ROOT
					}
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: is_in_tech_sharing_group
Constructs: is_in_tech_sharing_group, is_in_technology_sharing_group
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_in_tech_sharing_group

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if country is member specified technology sharing group.
Example: is_in_technology_sharing_group = commonwealth_research
```
### Entity: AI Strategy
Component: SOV_template_design_1
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_template_design_1 = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = < 1940.1.1
	}
	abort = {
		date = > 1940.1.1
	}
	ai_strategy = {
		type = template_prio
		id = motorized
		value = 10
	} {
		type = template_prio
		id = cavalry
		value = -100
	} {
		type = template_prio
		id = light_armor
		value = 50
	} {
		type = template_prio
		id = medium_armor
		value = -10
	} {
		type = template_prio
		id = paratroopers
		value = -50
	} {
		type = template_prio
		id = infantry
		value = 50
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_support_right_paramilitaries
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_sanation_right_opposition
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_support_right_paramilitaries
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = POL_the_sanation_right
	}
	x = 2
	y = 2
	relative_position_id = POL_the_sanation_right
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_sanation_right_opposition = yes
		NOT = {
			has_completed_focus = POL_the_left_chairman
		} {
			has_completed_focus = POL_camp_of_national_unity
		} {
			has_completed_focus = POL_ozon
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		POL_sanation_left_opposition_up = yes
		POL_sanation_right_opposition_down = yes
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = POL_jerzy_rutkowski
		add_ideas = {
			POL_right_paramilitarism_idea
		}
	}
}
### Entity: Modifier Reference
Construct: air_superiority_detect_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_superiority_detect_factor

* Number with 2 decimal places
* **Categories**: air
### Entity: Character
Component: JAP_kiyoshi_hasegawa
Source: game
File: common/characters/JAP.txt

Code:
JAP_kiyoshi_hasegawa = {
	name = JAP_kiyoshi_hasegawa
	portraits = {
		army = {
			large = GFX_portrait_JAP_kiyoshi_hasegawa
			small = GFX_portrait_JAP_kiyoshi_hasegawa_small
		}
	}
	navy_leader = {
		traits = {
			gentlemanly
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 2
		legacy_id = 0
	}
}
### Entity: Idea
Component: MPL_small_aliyah
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_small_aliyah = {
	allowed = {
		always = yes
	}
	removal_cost = -1
	picture = MPL_limited_aliyah
	modifier = {
		weekly_manpower = 75
		monthly_population = 0.5
		stability_factor = -0.1
	}
}
### Entity: Idea
Component: EAI_DD_11/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.11
			instant = yes
		}
	}
}
### Entity: Idea
Component: federalism1
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
federalism1 = {
	picture = generic_morale_bonus
	removal_cost = -1
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		political_power_factor = -0.05
		production_factory_start_efficiency_factor = 0.025
		production_factory_max_efficiency_factor = 0.025
		production_factory_efficiency_gain_factor = 0.025
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_a_new_peru
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_a_new_peru
	prerequisite = {
		focus = PRU_integrate_the_indigenous
	}
	icon = GFX_goal_PRU_new_peru
	x = 0
	y = 4
	relative_position_id = PRU_select_a_successor_for_benavides
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		remove_ideas = PRU_devastation_by_civil_war
		add_ideas = PRU_new_peru_1
		custom_effect_tooltip = PRU_unlock_exclu_apra
		PRU = {
			set_country_flag = PRU_apra_exclu
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Technology
Component: jet_fighter2
Constructs: is_special_project_completed, enable_equipments, research_cost, is_special_project_tech
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_axial_jet_engine
		}
	}
	enable_equipments = {
		jet_fighter_equipment_2
	}
	research_cost = 2
	start_year = 1950
	folder = {
		name = air_techs_folder
		position = {
			x = 0
			y = 14
		}
	}
	categories = {
		light_air jet_technology mio_cat_all_light_fighter_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	is_special_project_tech = yes
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: CZE_bop_very_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_very_high_decrease_effect = {
	add_power_balance_value = {
		id = CZE_bop_army_readiness
		value = -0.25
	}
}
### Entity: Event
Component: portugal.42
Constructs: is_triggered_only, fire_only_once, add_core_of
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.42
	title = portugal.42.t
	desc = portugal.42.d
	picture = GFX_report_event_soviet_tanks_snow
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.42.o
		effect_tooltip = {
			POR = {
				transfer_state = 422
			}
			422 = {
				add_core_of = POR
			}
		}
	}
}
### Entity: Event
Component: AAT_norway_rikstanken.10
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, set_technology, add_tech_bonus, has_tech
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_rikstanken.10
	title = AAT_norway_rikstanken.10.t
	desc = AAT_norway_rikstanken.10.desc
	picture = GFX_report_event_generic_research_lab
	trigger = {
		hidden_trigger = {
			NOR_tank_seller_still_exists = yes
		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_rikstanken.10.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_tech_bonus = {
			name = AAT_rikstanken_program_tech_bonus
			bonus = 1.5
			uses = 3
			category = armor
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = NOR_bought_tanks_from_us
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = gwtank_chassis
				}
			}
			set_technology = {
				gwtank_chassis = 1
				popup = yes
			}
		}
	}
}
### Entity: Decision
Component: form_commonwealth_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_commonwealth_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_commonwealth
	allowed = {
		OR = {
			has_dlc = Waking the Tiger No Step Back
		}
	}
}