Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: PRC_ren_bishi
Constructs: has_dlc, has_character_flag
Source: game
File: common/characters/PRC.txt

Code:
PRC_ren_bishi = {
	name = PRC_ren_bishi
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_ren_bishi_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_ren_bishi
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		visible = {
			NOT = {
				has_character_flag = PRC_dismissed_advisor
			}
		}
		traits = {
			PRC_soviet_negotiator
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Decision
Component: prospect_for_resources
Constructs: has_completed_focus, owns_state, fire_only_once, has_tech, is_owned_and_controlled_by, has_political_power, has_resources_in_country, remove_effect
Source: game
File: common/decisions/PHI.txt

Code:
prospect_for_resources = {
	PHI_mineral_prospecting_chromium_small_decision = {
		icon = chromium
		allowed = {
			original_tag = PHI
		}
		available = {
			has_tech = excavation1
			num_of_civilian_factories_available_for_projects = > 1
			owns_state = 623
			controls_state = 623
		}
		highlight_states = {
			highlight_state_targets = {
				state = 623
			}
		}
		visible = {
			623 = {
				is_owned_and_controlled_by = ROOT
			}
			has_completed_focus = PHI_mineral_prospecting
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 2
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0.5
				has_political_power = < 80
			} {
				factor = 3
				has_political_power = > 200
			} {
				factor = 5
				has_resources_in_country = {
					resource = chromium
					amount = < 1
				}
			}
		}
		remove_effect = {
			623 = {
				add_resource = {
					type = chromium
					amount = 12
				}
			} {
				set_state_flag = PHI_has_completed_decision_chromium_prospecting_flag
			}
		}
	}
	PHI_mineral_prospecting_chromium_large_decision = {
		icon = chromium
		allowed = {
			original_tag = PHI
		}
		available = {
			has_tech = excavation3
			num_of_civilian_factories_available_for_projects = > 2
			owns_state = 623
			controls_state = 623
		}
		highlight_states = {
			highlight_state_targets = {
				state = 623
			}
		}
		visible = {
			623 = {
				is_owned_and_controlled_by = ROOT
			} {
				has_state_flag = PHI_has_completed_decision_chromium_prospecting_flag
			} {
				NOT = {
					has_state_flag = PHI_has_completed_decision_chromium_prospecting_flag_2
				}
			}
			has_completed_focus = PHI_mineral_prospecting
		}
		fire_only_once = yes
		cost = 25
		days_remove = 90
		modifier = {
			civilian_factory_use = 3
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0.5
				has_political_power = < 80
			} {
				factor = 3
				has_political_power = > 200
			} {
				factor = 5
				has_resources_in_country = {
					resource = chromium
					amount = < 1
				}
			}
		}
		remove_effect = {
			623 = {
				add_resource = {
					type = chromium
					amount = 24
				}
			} {
				set_state_flag = PHI_has_completed_decision_chromium_prospecting_flag_2
			}
		}
	}
	PHI_mineral_prospecting_steel_repeatable_decision_1 = {
		icon = steel
		allowed = {
			original_tag = PHI
		}
		available = {
			has_tech = excavation1
			num_of_ci
# ... (truncated)
### Entity: Idea
Component: HOL_flag_will_fly
Constructs: has_country_flag, has_dlc
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_flag_will_fly = {
	picture = generic_volunteer_expedition_bonus
	allowed = {
		original_tag = HOL
		has_dlc = Thunder at Our Gates
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			INS = {
				has_country_flag = INS_revolution_has_started
			}
		}
	}
	targeted_modifier = {
		tag = INS
		attack_bonus_against = 0.2
		defense_bonus_against = 0.2
	}
	modifier = {
		training_time_factor = -0.4
		production_speed_arms_factory_factor = 0.2
	}
}
### Entity: Idea
Component: QUE_spying
Constructs: democratic_drift, communism_drift
Source: game
File: common/ideas/quebec.txt

Code:
QUE_spying = {
	allowed_civil_war = {
		always = no
	}
	picture = generic_spy_coup
	modifier = {
		democratic_drift = -0.03
		communism_drift = -0.03
	}
}
### Entity: Event
Component: portugal.57
Constructs: is_triggered_only, add_war_support, add_political_power
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.57
	title = portugal.57.t
	desc = portugal.54.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = portugal.57.a
		add_political_power = 35
		add_war_support = 0.03
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_central_nordic_army_command
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, is_subject, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_central_nordic_army_command
	icon = GFX_focus_SWE_the_nordic_centralized_nordic_army_command
	x = -3
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_the_nordic_defense_council
	}
	relative_position_id = SWE_the_nordic_defense_council
	mutually_exclusive = {
		focus = SWE_decentralized_nordic_army_command
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_controlled_factories = > 29
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		set_cosmetic_tag = SWE_nordic_defense_council
		retire_country_leader = yes
		promote_character = {
			character = SWE_nordic_defense_council_leader
		}
		if = {
			limit = {
				NOR = {
					is_subject = no
				}
			}
			NOR = {
				country_event = {
					id = AAT_Sweden_nordic_defense_council.1
					hours = 3
				}
			}
		} {
			limit = {
				FIN = {
					is_subject = no
				}
			}
			if = {
				limit = {
					FIN = {
						has_idea = FIN_the_lone_wolf
					}
				}
				custom_effect_tooltip = FIN_the_lone_wolf_no_faction_tt
			}
			else = {
				FIN = {
					country_event = {
						id = AAT_Sweden_nordic_defense_council.1
						hours = 3
					}
				}
			}
		} {
			limit = {
				DEN = {
					is_subject = no
				}
			}
			DEN = {
				country_event = {
					id = AAT_Sweden_nordic_defense_council.1
					hours = 3
				}
			}
		} {
			limit = {
				ICE = {
					is_subject = no
				}
			}
			ICE = {
				country_event = {
					id = AAT_Sweden_nordic_defense_council.1
					hours = 3
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = neutrality_idea
				}
				remove_ideas = neutrality_idea
			}
		}
		for_each_scope_loop = {
			array = SWE_nordic_defense_council_members
			if = {
				limit = {
					has_capitulated = no
					is_subject_of = ROOT
				}
				add_ideas = SWE_nordic_centralized_army
			}
		}
		show_ideas_tooltip = SWE_nordic_centralized_army
		custom_effect_tooltip = SWE_central_nordic_army_command_tt_2
	}
}
### Entity: Character
Component: HOL_anton_mussert
Source: game
File: common/characters/HOL.txt

Code:
HOL_anton_mussert = {
	name = HOL_anton_mussert
	portraits = {
		civilian = {
			large = GFX_portrait_hol_anton_mussert
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			leider
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: ITA_cantiere_oto_improved
Constructs: has_completed_focus, research_bonus, refit_speed
Source: game
File: common/ideas/italy.txt

Code:
ITA_cantiere_oto_improved = {
	name = ITA_cantiere_oto
	picture = ITA_oto
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
	}
	available = {
		controls_State = 158
		ITA_is_northern_designer_improved = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		mediterranean_naval_manufacturer
	}
	modifier = {
		naval_equipment_upgrade_xp_cost = -0.25
		refit_speed = 0.15
		repair_speed_factor = 0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_rekindle_imperial_sentiment_ww
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_faction_leader, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_rekindle_imperial_sentiment_ww
	icon = GFX_focus_proclaim_the_restauration_of_Austria_Hungary
	prerequisite = {
		focus = GER_brothers_in_arms
	}
	x = -2
	y = 1
	relative_position_id = GER_brothers_in_arms
	cost = 5
	available = {
		is_faction_leader = yes
		has_government = neutrality
		NOT = {
			has_war_with = AUS
		} {
			has_war_with = HUN
		} {
			has_war_with = CZE
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				AUS = {
					exists = yes
				}
			}
			AUS = {
				add_timed_idea = {
					idea = GER_rekindle_imperial_sentiment
					days = 1095
				}
			}
		} {
			limit = {
				HUN = {
					exists = yes
				}
			}
			HUN = {
				add_timed_idea = {
					idea = GER_rekindle_imperial_sentiment
					days = 1095
				}
			}
		} {
			limit = {
				CZE = {
					exists = yes
				}
			}
			CZE = {
				add_timed_idea = {
					idea = GER_rekindle_imperial_sentiment
					days = 1095
				}
			}
		}
		custom_effect_tooltip = GER_rekindle_imperial_sentiment_tt_2
	}
}
### Entity: Idea
Component: BUL_bulgarian_patriarchate_restored
Constructs: political_power_gain, removal_cost, compliance_gain
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_bulgarian_patriarchate_restored = {
	picture = YUG_orthodox_church_support
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_weekly = 0.01
		political_power_gain = 0.5
		compliance_gain = 0.15
	}
}
### Entity: Unit Template
Component: POL_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/POL_operative_codenames.txt

Code:
POL_OPERATIVE_CODENAME_HISTORICAL = {
	name = POL_OPERATIVE_CODENAME_HISTORICAL
	for_countries = {
		POL
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		4859 Witold Czerniawski Kowalewski Kowerski Leski Wilk Wróbel Jastrząb Orzeł Wąż Niedźwiedź Tygrys Kondor Sroka Żółw Rekin Mysz Szerszeń Smok Motyl Ogier Kocur
	}
}
### Entity: Modifier Reference
Component: weather_extreme_hot
Constructs: army_attack_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_extreme_hot = {
	army_attack_factor = -0.1
	heat_attrition = 0.2
	local_org_regain = -0.1
	supply_consumption_factor = 0.5
	truck_attrition_factor = 0.1
}
### Entity: National Focus
Tree: por_focus
Component: POR_send_assistance
Constructs: prerequisite, limit, has_war_with, completion_reward, is_neighbor_of, add_ai_strategy, has_civil_war, is_puppet
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_send_assistance
	select_effect = {
		if = {
			limit = {
				country_exists = SPD
				is_neighbor_of = SPD
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = SPD
				value = 100
			}
		} {
			limit = {
				country_exists = SPB
				is_neighbor_of = SPB
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = SPB
				value = 100
			}
		} {
			limit = {
				country_exists = SPC
				is_neighbor_of = SPC
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = SPC
				value = 100
			}
		}
	}
	available = {
		has_civil_war = no
		SPR_scw_in_progress = yes
		country_exists = SPA
		NOT = {
			has_war_with = SPA
		}
		is_puppet = no
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_observation_mission
	}
	icon = GFX_focus_intervention_spain_nationalists
	x = 0
	y = 1
	relative_position_id = POR_observation_mission
	cost = 10
	completion_reward = {
		unlock_decision_tooltip = POR_fight_alongside_the_nationalists
		if = {
			limit = {
				country_exists = SPD
			}
			SPD = {
				country_event = {
					id = lar_portugal_spanish_civil_war.2
				}
			}
		} {
			limit = {
				country_exists = SPB
			}
			SPB = {
				country_event = {
					id = lar_portugal_spanish_civil_war.2
				}
			}
		} {
			limit = {
				country_exists = SPC
			}
			SPC = {
				country_event = {
					id = lar_portugal_spanish_civil_war.2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_support_soviets_in_asia
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction, is_in_faction_with, set_rule
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_support_soviets_in_asia
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = AFG_state_atheism AFG_soviet_research_cooperation
	}
	x = -2
	y = 1
	relative_position_id = AFG_soviet_research_cooperation
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		has_government = communism
		SOU = {
			exists = yes
			is_in_faction = yes
			has_government = communism
		}
	}
	bypass = {
		OR = {
			is_subject = yes
			is_in_faction_with = SOU
			SOU = {
				OR = {
					exists = no
					NOT = {
						has_government = communism
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOU = {
			country_event = {
				id = generic.2
				hours = 4
			}
		}
		set_rule = {
			can_create_factions = yes
		} {
			can_send_volunteers = yes
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.51
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_country_flag, set_country_flag, set_variable, add_to_variable, clr_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
unit_leader_event = {
	id = BBA_italy_missiolinis.51
	title = BBA_italy_missiolinis.51.t
	desc = BBA_italy_missiolinis.51.desc
	picture = GFX_report_event_generic_mussolini
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_cd_ready = yes
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_initialize_new_mission_effect = yes
			set_country_flag = ITA_missiolini_stockpile_trucks_triggered_flag
			set_variable = {
				ITA_missiolinis_stockpile_trucks_goal = num_equipment@motorized_equipment_1
			}
			add_to_variable = {
				ITA_missiolinis_stockpile_trucks_goal = ITA_missiolinis_trucks_to_produce
			} {
				ITA_missiolinis_stockpile_trucks_goal = -1
			}
		}
	}
	option = {
		name = BBA_italy_missiolinis.51.a
		ai_chance = {
			base = 10
		}
		activate_mission = ITA_missiolini_stockpile_trucks
		ITA_mussolinis_reroll_cleanup_if_necessary = yes
	} {
		name = BBA_italy_missiolinis.council
		ai_chance = {
			base = 0
		}
		trigger = {
			has_completed_focus = ITA_boost_the_grand_council_of_fascism
			NOT = {
				has_country_flag = ITA_missiolinis_rerolling_flag
			}
		}
		ITA_missiolinis_reroll_cost = yes
		hidden_effect = {
			ITA_missiolinis_revert_new_mission_initialization_effect = yes
			clr_country_flag = ITA_missiolini_stockpile_trucks_triggered_flag
			set_variable = {
				ITA_missiolinis_stockpile_trucks_goal = 0
			} {
				ITA_missiolini_reroll_from = 1
			}
			country_event = {
				id = BBA_italy_missiolinis.00
				hours = 20
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_defend_burma
Constructs: prerequisite, completion_reward, is_in_faction_with, cancel_if_invalid, complete_tooltip, build_railway, add_manpower
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_defend_burma
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = RAJ_india_indivisible
	}
	x = 3
	y = 1
	relative_position_id = RAJ_india_indivisible
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		BRM = {
			exists = yes
			is_in_faction_with = ROOT
			controls_province = 1330
		}
		controls_province = 4245
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		build_railway = {
			level = 2
			start_province = 4245
			target_province = 1330
		}
		BRM = {
			add_manpower = 21000
		}
	}
}
### Entity: Character
Component: RAJ_GOE_cultural_icon
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_GOE_cultural_icon = {
	research_speed_factor = 0.05
	stability_factor = 0.05
	sprite = 13
}
### Entity: Character
Component: LIB_andre_fields
Source: game
File: common/characters/LIB.txt

Code:
LIB_andre_fields = {
	advisor = {
		slot = high_command
		idea_token = LIB_andre_fields
		ledger = navy
		allowed = {
			original_tag = LIB
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Andre Fields
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_officers_academy
Constructs: prerequisite, completion_reward, add_command_power
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_officers_academy
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = NOR_reform_the_army
	}
	x = 1
	y = 1
	relative_position_id = NOR_reform_the_army
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 75
		add_command_power = 50
		custom_effect_tooltip = unlocks_spirit_of_the_academy_TT
		show_ideas_tooltip = NOR_flexible_officers_academy_spirit
	}
}
### Entity: AI Strategy
Component: GER_tactical_bomber
Constructs: has_tech
Source: game
File: common/ai_equipment/GER_planes.txt

Code:
GER_tactical_bomber = {
	category = air
	available_for = {
		GER
	}
	roles = {
		air_tactical_bomber
	}
	priority = {
		factor = 2000
		modifier = {
			num_of_factories = < 100
			factor = 0.5
		} {
			num_of_factories = < 50
			factor = 0
		}
	}
	gw_tac_bomber_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = basic_medium_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_1_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay engine_1_2x
		}
	}
	tac_bomber_1_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				engine_type_slot = engine_2_2x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = lmg_defense_turret_2x
			}
		}
		allowed_modules = {
			medium_bomb_bay engine_2_2x lmg_defense_turret_2x
		}
	}
	tac_bomber_2_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				fixed_auxiliary_weapon_slot_2 = torpedo_mounting
				engine_type_slot = engine_3_2x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay bomb_locks engine_3_2x lmg_defense_turret_2x
		}
	}
	tac_bomber_3_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = medium_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				fixed_auxiliary_weapon_slot_2 = bomb_locks
				fixed_auxiliary_weapon_slot_3 = torpedo_mounting
				engine_type_slot = engine_4_2x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay bomb_locks torpedo_mounting engine_4_2x lmg_defense_turret_2x
		}
	}
	jet_tac_bomber_default = {
		p
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_confiscate_civilian_arms
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_confiscate_civilian_arms
	icon = GFX_goal_generic_seize_stockpiles
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_golani_assumes_power
	}
	cost = 5
	relative_position_id = PAL_golani_assumes_power
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
		}
		add_timed_idea = {
			idea = PAL_confiscated_civilian_arms
			days = 200
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_aircraft_design_cooperation
Constructs: shared_focus, prerequisite, completion_reward, is_in_faction, add_to_tech_sharing_group
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_aircraft_design_cooperation
	icon = GFX_goal_generic_air_armada
	prerequisite = {
		focus = GEN_Fighter_Competition GEN_Bomber_Competition
	}
	relative_position_id = GEN_Bomber_Competition
	x = -1
	y = 2
	cost = 5
	available = {
		is_in_faction = yes
	}
	available_if_capitulated = yes
	completion_reward = {
		add_to_tech_sharing_group = HUN_joint_air_development_group
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: air_tactical_bombing_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_tactical_bombing_3 = {
	sprite = 2
	air_cas_present_factor = 0.2
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Character
Component: cruiser_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
cruiser_producer_mass_2 = {
	random = no
	equipment_bonus = {
		ship_hull_cruiser = {
			build_cost_ic = -0.2
		}
	}
	ai_will_do = {
		factor = 1
	}
}