Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_incorporation_of_the_east_india_company
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, every_country, is_major, completion_reward
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_incorporation_of_the_east_india_company
	icon = GFX_focus_RAJ_the_return_of_the_east_india_trading_company_alt
	prerequisite = {
		focus = RAJ_lobby_parliment
	} {
		focus = RAJ_seek_intial_funding
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = RAJ_lobby_parliment
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		set_country_flag = RAJ_allow_release_states
		drop_cosmetic_tag = yes
		hidden_effect = {
			country_event = {
				id = GOE_RAJ_eic.1
				days = 1
			}
		} {
			add_dynamic_modifier = {
				modifier = idea_RAJ_eic_taxes
			} {
				modifier = idea_RAJ_eic_dividends_investment
			}
			OVERLORD = {
				save_global_event_target_as = EIC_FORMER
			}
		} {
			create_dynamic_country = {
				original_tag = RAJ
				save_global_event_target_as = UK_INDIA
				reserve_dynamic_country = yes
				every_state = {
					limit = {
						is_in_array = {
							array = RAJ.owned_states_at_game_start
							value = THIS
						}
						NOT = {
							state = 428 429
						}
					}
					PREV = {
						transfer_state = PREV
					}
				}
				event_target:EIC_FORMER = {
					set_autonomy = {
						target = PREV
						autonomy_state = autonomy_colony
						freedom_level = 0.1
						end_wars = yes
						end_civil_wars = yes
					}
				}
				add_to_tech_sharing_group = commonwealth_research
				set_cosmetic_tag = RAJ_UK
				add_dynamic_modifier = {
					modifier = idea_RAJ_agrarian_society
				}
				set_variable = {
					RAJ_agrarian_society_conscription_factor = RAJ.RAJ_agrarian_society_conscription_factor
				} {
					RAJ_agrarian_society_mobilization_laws_cost_factor = RAJ.RAJ_agrarian_society_mobilization_laws_cost_factor
				} {
					RAJ_agrarian_society_mobilization_speed = RAJ.RAJ_agrarian_society_mobilization_speed
				}
				add_ideas = RAJ_marginalized_muslim_community RAJ_princely_states RAJ_risk_of_famine
				RAJ = {
					random_character = {
						limit = {
							is_character = RAJ_freeman_freeman_thomas
						}
						set_nationality = PREV.PREV
					}
				}
				promote_character = RAJ_freeman_freeman_thomas
				set_popularities = {
					democratic = 28
					neutrality = 70
					fascism = 1
					communism = 1
				}
				s
# ... (truncated)
### Entity: Scripted Effect
Component: DEN_non_aggression_pact_effect
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_non_aggression_pact_effect = {
	diplomatic_relation = {
		country = FROM
		relation = non_aggression_pact
		active = yes
	}
}
### Entity: State History
Component: 1054
Constructs: add_core_of
Source: game
File: history/states/1054-Dutch Timor.txt

Code:
state = {
	id = 1054
	name = STATE_1054
	resources = {

	}
	history = {
		owner = INS
		add_core_of = TML
		buildings = {
			infrastructure = 1
			air_base = 1
			1355 = {
				naval_base = 1
			}
		}
		victory_points = {
			1355 1
		}
	}
	provinces = {
		1339 1355 4358
	}
	manpower = 216435
	state_category = small_island
	local_supplies = 0.0
}
### Entity: Event
Component: austria.102
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
news_event = {
	id = austria.102
	title = austria.102.t
	desc = austria.102.d
	picture = GFX_news_event_hungarian_soldiers
	is_triggered_only = yes
	major = yes
	option = {
		name = austria.102.a
		trigger = {
			OR = {
				original_tag = AUS HUN
			}
		}
	} {
		name = austria.102.b
		trigger = {
			NOT = {
				original_tag = AUS HUN
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_alvears_democracy
Constructs: prerequisite, completion_reward, add_country_leader_trait, remove_country_leader_trait
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_alvears_democracy
	icon = GFX_focus_ARG_alvears_democracy
	prerequisite = {
		focus = ARG_internal_focus
	}
	x = 0
	y = 2
	relative_position_id = ARG_internal_focus
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_country_leader_trait = {
			trait = ARG_father_of_argentine_democracy
		}
		remove_country_leader_trait = {
			trait = ARG_harsh_democrat
		}
	}
}
### Entity: Modifier Reference
Component: r56_the_big_rear_built
Constructs: remove_trigger, is_controlled_by, is_ally_with, has_war_with_major
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_the_big_rear_built = {
	remove_trigger = {
		OR = {
			THIS = {
				NOT = {
					is_controlled_by = CHI
					controller = {
						is_ally_with = CHI
					}
				}
			}
			CHI = {
				NOT = {
					has_war_with_major = yes
				}
			}
		}
	}
	icon = GFX_the_big_rear_icon
	state_production_speed_arms_factory_factor = 0.1
	state_production_speed_buildings_factor = 0.1
	army_core_defence_factor = 0.1
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_oceanian_soviet
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, cancel_if_invalid, every_state, is_owned_by
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_oceanian_soviet
	icon = GFX_focus_JAP_the_oceanian_soviet
	x = -1
	y = 1
	relative_position_id = JAP_the_south_pacific_soviet
	prerequisite = {
		focus = JAP_the_south_pacific_soviet
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	will_lead_to_war_with = AST NZL
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					OR = {
						is_owned_by = ROOT
						is_core_of = ROOT
						is_claimed_by = ROOT
					}
				}
				OR = {
					region = 156 195 193 194 157 83
					state = 737
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_country = {
			limit = {
				AND = {
					OR = {
						any_owned_state = {
							OR = {
								region = 156 195 193 194 157 83
								state = 737
							}
						}
					}
					NOT = {
						OR = {
							has_war_with = ROOT
							original_tag = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_militarism
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_militarism
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = ARG_national_fanatism ARG_join_the_axis_r56
	}
	x = 43
	y = 4
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		add_ideas = militarism_focus
		army_experience = 20
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MANPOWER
	}
}
### Entity: AI Strategy
Component: JAP_avoid_joining_iran
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/PER.txt

Code:
JAP_avoid_joining_iran = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		date = > 1945.1.1
	}
	ai_strategy = {
		type = alliance
		id = PER
		value = -400
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_political_effort
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_political_effort
	icon = GFX_focus_generic_treaty
	x = 47
	y = 0
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 200
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: INS_industrial_events.15
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.15
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.15.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_oil
			value = -90
			tooltip = country_resource_cost_oil_tt
		}
	}
}
### Entity: Idea
Component: TUR_reformism
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_reformism = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_constitutional_guarantees
	removal_cost = -1
	modifier = {
		democratic_drift = 0.04
		political_power_factor = 0.15
	}
}
### Entity: AI Strategy
Component: SOV_defend_blitzkrieg
Constructs: has_war_with, has_idea
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_defend_blitzkrieg = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = < 1943.1.1
		has_war_with = GER
		GER = {
			has_idea = GER_barbarossa
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		tag = GER
		ratio = 0.4
		priority = 100
		ordertype = front
		execution_type = careful
		execute_order = no
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_berias_goons_strike_old
Constructs: create_country_leader, prerequisite, has_government, has_country_flag, completion_reward, has_global_flag
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_berias_goons_strike_old
	text = SOV_berias_goons_strike
	icon = GFX_goal_HON_nkvd_assistance
	prerequisite = {
		focus = SOV_grieve_stalin_old
	}
	mutually_exclusive = {
		focus = SOV_khruschev_takes_the_lead_old SOV_consolidate_malenkovs_position_old
	}
	available = {
		has_global_flag = stalin_dead
		has_government = communism
		custom_trigger_tooltip = {
			tooltip = SOV_beria_idea
			has_country_flag = purge_2_group_a
		}
	}
	bypass = {

	}
	x = 2
	y = 1
	relative_position_id = SOV_grieve_stalin_old
	cost = 20
	ai_will_do = {
		factor = 1000
	}
	completion_reward = {
		kill_country_leader = yes
		create_country_leader = {
			name = Lavrentiy Beria
			desc = POLITICS_BERIA_DESC
			picture = gfx/leaders/SOV/r56_portrait_SOV_Lavrenti_Beria.dds
			expire = 1965.1.1
			ideology = marxism
			traits = {
				prince_of_terror
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: INS_nv_merbaboe
Constructs: has_country_flag, research_bonus, equipment_bonus, build_cost_ic, maximum_speed
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_nv_merbaboe = {
	picture = GFX_idea_INS_nv_merbaboe
	available = {
		has_country_flag = INS_merbaboe_established_flag
		NOT = {
			has_country_flag = INS_merbaboe_quits_flag
		}
	}
	allowed = {
		original_tag = INS
	}
	cost = 100
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			reliability = -0.05
			air_agility = -0.1
			maximum_speed = -0.1
			instant = yes
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.1
			reliability = -0.05
			air_agility = -0.1
			maximum_speed = -0.1
			instant = yes
		}
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.1
			reliability = -0.05
			instant = yes
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.1
			reliability = -0.05
			instant = yes
		}
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.1
			reliability = -0.05
			instant = yes
		}
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.1
			reliability = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: UMC_GEN_tank_purchase_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/UMC_GEN_decision_categories.txt

Code:
UMC_GEN_tank_purchase_cat = {
	visible = {
		ROOT = {
			has_completed_focus = GEN_purchase_foreign_licenses
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_the_council_of_rambouillet
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, has_game_rule, allow_branch, is_subject
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_the_council_of_rambouillet
	icon = GFX_goal_generic_major_alliance
	x = 14
	y = 1
	offset = {
		x = -14
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_the_council_of_rambouillet
		}
	}
	relative_position_id = FRA_utilize_the_leagues
	allow_branch = {
		has_dlc = La Resistance
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = FRA_form_the_popular_front
			} {
				has_completed_focus = FRA_review_foreign_policy
			} {
				has_completed_focus = FRA_national_regeneration
			}
		}
	}
	prerequisite = {
		focus = FRA_utilize_the_leagues
	}
	mutually_exclusive = {
		focus = FRA_national_regeneration
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_crackdown
Constructs: has_active_mission
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_crackdown = {
	custom_trigger_tooltip = {
		tooltip = SOV_has_crackdown_tt
		OR = {
			has_active_mission = SOV_ukraine_crackdown_timer SOV_steppe_crackdown_timer SOV_northern_crackdown_timer SOV_siberian_crackdown_timer SOV_urals_crackdown_timer
		}
	}
}
### Entity: Faction
Component: change_leader_rule_manpower
Constructs: change_leader_rule_manpower, change_leader_rules, has_manpower_to_become_leader, is_faction_leader, has_manpower
Source: game
File: common/factions/rules/change_leader_rules.txt

Code:
change_leader_rule_manpower = {
	type = change_leader_rules
	trigger = {
		has_manpower_to_become_leader = yes
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 5
			is_faction_leader = yes
			has_manpower = > 1000000
		} {
			add = 5
			is_faction_leader = yes
			has_manpower = > 2000000
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: destroy_unit
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## destroy_unit

* Supported Scopes: 
* Supported Targets: none

```
destroy currently scoped unit
```
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/repair_ships.txt

Code:
sub_units = {
	repair_ship = {
		sprite = repair_ship
		map_icon_category = ship
		priority = 3
		active = yes
		type = {
			support_ship
		}
		need = {
			repair_ship_1 = 1
		}
		max_organisation = 40
		supply_consumption = 0.04
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_equipment_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_equipment_effort
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = NOR_army
	}
	x = 1
	y = 1
	relative_position_id = NOR_army
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1.0
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: default_become_faction_leader
Source: game
File: common/ai_strategy/default.txt

Code:
default_become_faction_leader = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = pp_spend_priority
		id = become_faction_leader
		value = 100
	}
}
### Entity: Idea
Component: r56_CHL_a_truly_radical_party
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
r56_CHL_a_truly_radical_party = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		production_factory_max_efficiency_factor = 0.1
		drift_defence_factor = -0.1
	}
	picture = por_iberian_workers_united
}
### Entity: Event
Component: tsr_sichuan_border_war.1
Constructs: is_triggered_only, set_state_owner_to, add_core_of
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = tsr_sichuan_border_war.1
	is_triggered_only = yes
	title = tsr_sichuan_border_war.1.t
	desc = tsr_sichuan_border_war.1.desc
	picture = GFX_report_event_chinese_soldiers_fighting
	option = {
		name = tsr_sichuan_border_war.1.a
		trigger = {
			original_tag = SIC
		}
		transfer_state = 601
		601 = {
			add_core_of = SIC
		}
	} {
		name = tsr_sichuan_border_war.1.b
		trigger = {
			NOT = {
				original_tag = SIC
			}
		}
		effect_tooltip = {
			601 = {
				set_state_owner_to = SIC
			}
		}
	}
}
### Entity: Order of Battle
Component: Polícia Militar de São Paulo
Constructs: division_template
Source: game
File: history/units/BRA_atacado.txt

Code:
division = {
	name = Polícia Militar de São Paulo
	location = 10513
	division_template = Divisão de Infantaria 2
	start_experience_factor = 0.5
	start_equipment_factor = 1
}
### Entity: Idea
Component: NOR_as_norsk_aeroplanfabrik
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_as_norsk_aeroplanfabrik = {
	picture = generic_air_manufacturer_3
	allowed = {
		original_tag = NOR
	}
	available = {
		has_completed_focus = NOR_resurrect_norsk_aeroplanfabrik
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		flying_ship_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: AST_leighton_bracegirdle
Source: game
File: common/characters/AST.txt

Code:
AST_leighton_bracegirdle = {
	name = AST_leighton_bracegirdle
	portraits = {
		army = {
			small = GFX_portrait_AST_leighton_bracegirdle_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = AST_leighton_bracegirdle
		ledger = navy
		allowed = {
			original_tag = AST
		}
		traits = {
			naval_theorist
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Modifier Reference
Component: XIC_the_left_kuomintang_national_revolution
Constructs: research_speed_factor, remove_trigger, communism_drift, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
XIC_the_left_kuomintang_national_revolution = {
	remove_trigger = {

	}
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_warlord_integration4
	communism_drift = XIC_lkmt_c
	neutrality_drift = XIC_lkmt_n
	democratic_drift = XIC_lkmt_d
	political_power_factor = XIC_lkmt_pp
	research_speed_factor = XIC_lkmt_r
	army_core_defence_factor = XIC_lkmt_cd
}
### Entity: Idea
Component: SWE_ger_defense
Source: game
File: common/ideas/sweden.txt

Code:
SWE_ger_defense = {
	allowed_civil_war = {
		always = yes
	}
	picture = tfv_can_conscription_crisis
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.1
	}
}
### Entity: Order of Battle
Component: 21st Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 21st Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Character
Component: PAR_manuel_t_aponte
Source: game
File: common/characters/PAR.txt

Code:
PAR_manuel_t_aponte = {
	advisor = {
		slot = army_chief
		idea_token = PAR_manuel_t_aponte
		allowed = {
			original_tag = PAR
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Manuel T. Aponte
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Special Project
Component: sp_air_generic_discoveries_reward
Constructs: fire_only_once, add_tech_bonus
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_discoveries_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = 1
	}
	option = {
		token = sp_air_generic_avionics_advancements_reward_option
		iteration_output = {
			country_effects = {
				add_tech_bonus = {
					name = sp_air_generic_discoveries_reward
					bonus = 0.25
					uses = 1
					category = air_equipment
				}
			}
		}
	}
}
### Entity: Idea
Component: public_iliteracy_4
Constructs: research_speed_factor, removal_cost, add_timed_idea, clr_country_flag, set_country_flag, research_bonus
Source: game
File: common/ideas/r56_china.txt

Code:
public_iliteracy_4 = {
	name = public_iliteracy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = indochina_illiteracy
	on_remove = {
		add_timed_idea = {
			idea = public_iliteracy_5
			days = 365
		}
		clr_country_flag = CHI_public_illiteracy_flag
		set_country_flag = CHI_public_illiteracy_flag
	}
	modifier = {
		research_speed_factor = -0.1
	}
	research_bonus = {
		electronics = -0.1
		nuclear = -0.2
	}
}
### Entity: Decision
Component: HUN_balkan_pact_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/HUN_decision_categories.txt

Code:
HUN_balkan_pact_category = {
	icon = GFX_decision_category_SOV_propaganda
	priority = 60
	picture = GFX_decision_cat_picture_balkan_faction
	visible_when_empty = no
	allowed = {
		original_tag = HUN
	}
	visible = {
		has_dlc = Gotterdammerung
	}
}
### Entity: Idea
Component: MAN_beiyang_army
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_beiyang_army = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MEX_politicised_army_2
	modifier = {
		experience_gain_army = 0.1
		conscription = 0.02
		mobilization_speed = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_bomber_training
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_to_variable, has_dlc, add_mio_size
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_bomber_training
	icon = GFX_focus_usa_escort_fighters
	prerequisite = {
		focus = IRQ_purchase_alternative_aricraft IRQ_purchase_british_aircraft
	}
	x = -1
	y = 1
	relative_position_id = IRQ_purchase_british_aircraft
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		air_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt
		IRQ_modify_air_force_modifier_version = yes
		add_to_variable = {
			IRQ_air_strategic_bomber_bombing_factor = 0.1
			tooltip = air_strategic_bomber_bombing_factor_tt
		} {
			IRQ_air_range_factor = 0.1
			tooltip = air_range_factor_tt
		} {
			IRQ_air_cas_efficiency = 0.1
			tooltip = air_cas_efficiency_tt
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_mio_tt
			show_mio_tooltip = IRQ_close_air_support_aircraft_organization
			mio:IRQ_close_air_support_aircraft_organization = {
				add_mio_size = 2
			}
		}
	}
}