Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_further_the_iberian_pact
Constructs: shared_focus, prerequisite, has_war, has_government, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_further_the_iberian_pact
	icon = GFX_focus_por_iberian_summit
	cost = 10.0
	ai_will_do = {
		factor = 40
	}
	available = {
		has_war = no
		POR = {
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	completion_reward = {
		POR = {
			country_event = SPR_spain.4
		}
	}
	prerequisite = {
		focus = SPR_francoist_neutrality
	}
	x = 0
	y = 2
	relative_position_id = SPR_francoist_neutrality
	offset = {
		trigger = {
			has_country_flag = sided_with_the_republicans_spanish_civil_war_flag
		}
		x = -17
		y = 0
	}
}
### Entity: Scripted Effect
Component: EAI_PC_startup_strategy_JAP
Constructs: limit, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies.txt

Code:
EAI_PC_startup_strategy_JAP = {
	for_each_scope_loop = {
		array = controlled_states
		if = {
			limit = {
				check_variable = {
					infrastructure_level = > 3
				}
			}
			set_temp_variable = {
				_project_building_type = global.EAI_PC_CIC
			} {
				_project_type_id = strategy_type_id
			} {
				_project_priority = strategy_type_prio
			} {
				_project_queue_num = 2
			}
			EAI_PC_start_project = yes
		}
	}
}
### Entity: Idea
Component: FRA_national_mobilization_focus
Constructs: has_government
Source: game
File: common/ideas/france.txt

Code:
FRA_national_mobilization_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		conscription = 0.01
		army_morale_factor = 0.1
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_national_defense_state
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_national_defense_state
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = MAN_second_five_year_plan
	}
	x = 0
	y = 1
	relative_position_id = MAN_second_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = MAN_national_defense_state
	}
}
### Entity: Decision
Component: RAJ_concessions_to_the_congress_cat
Constructs: has_completed_focus, has_dlc, has_capitulated
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_concessions_to_the_congress_cat = {
	icon = eng_concessions_to_the_trade_unions
	picture = GFX_decision_cat_picture_concessions_to_the_trade_unions
	priority = 105
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = RAJ
	}
	visible = {
		has_completed_focus = RAJ_confer_with_the_congress
		has_capitulated = no
	}
}
### Entity: Character
Component: CAN_percival_john_montague
Source: game
File: common/characters/CAN.txt

Code:
CAN_percival_john_montague = {
	name = CAN_percival_john_montague
	portraits = {
		army = {
			large = GFX_portrait_CAN_percival_john_montague
			small = GFX_portrait_CAN_percival_john_montague_small
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 1
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 5
		legacy_id = -1
	}
}
### Entity: Event
Component: lar_france_french_union.7
Constructs: is_triggered_only, every_owned_state, limit, is_subject_of, set_autonomy, is_controlled_by, is_core_of, add_resistance_target
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_french_union.7
	title = lar_france_french_union.7.t
	desc = lar_france_french_union.7.desc
	picture = GFX_report_event_ghandi_women
	is_triggered_only = yes
	option = {
		name = lar_france_french_union.3.a
		if = {
			limit = {
				CHA = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			OVERLORD = {
				set_autonomy = {
					target = CHA
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				CMR = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			OVERLORD = {
				set_autonomy = {
					target = CMR
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				CAR = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			OVERLORD = {
				set_autonomy = {
					target = CAR
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				RCG = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			OVERLORD = {
				set_autonomy = {
					target = RCG
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				GAB = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			OVERLORD = {
				set_autonomy = {
					target = GAB
					autonomy_state = autonomy_free
				}
			}
		}
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				OR = {
					is_core_of = CHA CMR CAR RCG GAB
				}
			}
			add_resistance_target = {
				amount = 55
				tooltip = LAR_fra_voted_independence_tt
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_materiel_merged_3
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_materiel_merged_3 = {
	OR = {
		has_country_flag = SOV_merge_materiel_grabin_3_flag SOV_merge_materiel_tula_3_flag SOV_merge_materiel_gaz_3_flag
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_decrease_representation
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_decrease_representation
	icon = GFX_focus_eng_move_to_secure_the_dominions
	relative_position_id = LIT_force_parties_to_reregister
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_force_parties_to_reregister
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 60
		add_ideas = LIT_increased_centralization
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: BEL_recovery_from_the_great_depression3
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_recovery_from_the_great_depression3 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = chi_hyper_inflation3
	modifier = {
		production_speed_buildings_factor = -0.12
		consumer_goods_factor = 0.15
	}
}
### Entity: Character
Component: AFG_sher_khan_nashir
Source: game
File: common/characters/AFG.txt

Code:
AFG_sher_khan_nashir = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_sher_khan_nashir
		allowed = {
			original_tag = AFG
		}
		available = {

		}
		traits = {
			AFG_father_of_kunduz_trait
		}
	}
	name = AFG_sher_khan_nashir
	portraits = {
		civilian = {
			small = GFX_portrait_AFG_sher_khan_nashir_small
		}
	}
}
### Entity: State History
Component: 819
Constructs: add_core_of
Source: game
File: history/states/819-Dornod.txt

Code:
state = {
	id = 819
	name = STATE_819
	provinces = {
		1743 1868 4792 4873 7823 7885 10578 10647 10708 12533 12557 12629 12665
	}
	history = {
		owner = MON
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			12557 1
		}
		add_core_of = MON
	}
	manpower = 88250
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: por_focus
Component: POR_mechanized_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_mechanized_focus
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_armor_focus
	}
	icon = GFX_goal_generic_build_tank
	x = 0
	y = 1
	relative_position_id = POR_armor_focus
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_mechanized_focus
			bonus = 1.0
			uses = 1
			category = cat_mechanized_equipment
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_infrastructure_score
Constructs: limit, has_country_flag, set_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_infrastructure_score = {
	set_temp_variable = {
		infra_level_score_factor = building_level@infrastructure
	}
	divide_temp_variable = {
		infra_level_score_factor = 5
	}
	clamp_temp_variable = {
		var = infra_level_score_factor
		min = 0.0
		max = 1.0
	}
	add_to_temp_array = {
		modifier_score_factors = infra_level_score_factor
	} {
		modifier_score_weights = EAI_PC_AIRBASE_get_infra_level_score_WEIGHT
	}
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_PC_AIRBASE_score_logging
			}
		}
		log = [this.getname] - infra_level_score_factor [?infra_level_score_factor] - weight [?EAI_PC_AIRBASE_get_infra_level_score_WEIGHT]
	}
}
### Entity: Event
Component: NSB_poland_communist_events.402
Constructs: is_triggered_only, ai_chance, fire_only_once, complete_national_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_communist_events.402
	title = NSB_poland_communist_events.402.t
	desc = NSB_poland_communist_events.402.desc
	picture = GFX_report_event_sanation_left_victory
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_poland_communist_events.402.a
		ai_chance = {
			base = 10
		}
		uncomplete_national_focus = {
			focus = POL_surrender_the_east
			uncomplete_children = yes
			refund_political_power = no
		}
		complete_national_focus = POL_polish_path_to_socialism
	}
}
### Entity: Unit Template
Component: GRE_CL_HISTORICAL
Source: game
File: common/units/names_ships/GRE_ship_names.txt

Code:
GRE_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		GRE
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = RHS 
	fallback_name = Elafri Katadromiko %s
	unique = {
		Elli Apostolis Kriezis Sakhtouris Tompazis Ellis Piraievs Kikladhes Alexandros Pátrai
	}
}
### Entity: Idea
Component: EAI_DD_16/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.47
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.47
	title = SEA_japan_foreign_policy.47.t
	desc = SEA_japan_foreign_policy.47.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.47.a
	}
}
### Entity: State History
Component: 508
Constructs: add_core_of
Source: game
File: history/states/508-Argentine Northwest.txt

Code:
state = {
	id = 508
	name = STATE_508
	manpower = 1141311
	state_category = town
	history = {
		owner = ARG
		add_core_of = ARG
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			8216 5
		} {
			13309 2
		}
	}
	provinces = {
		8195 8216 13309 13310
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_1/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Idea
Component: idea_GUAY_the_tag_economic_miracle
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_the_tag_economic_miracle = {
	picture = generic_agrarian_society
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.15
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_daunt_generals_effect
Constructs: limit, set_temp_variable, check_variable, has_character_flag, has_trait, random_army_leader, add_unit_leader_trait, add_to_temp_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_daunt_generals_effect = {
	set_temp_variable = {
		temp_targets_index = 0
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				temp_targets_index = 5
				compare = less_than
			}
			any_army_leader = {
				NOT = {
					has_character_flag = SOV_targeted_for_purge_flag
				} {
					has_trait = trait_SOV_cowed_by_stalin_army
				}
			}
		}
		random_army_leader = {
			limit = {
				NOT = {
					has_character_flag = SOV_targeted_for_purge_flag
				} {
					has_trait = trait_SOV_cowed_by_stalin_army
				}
			}
			add_unit_leader_trait = trait_SOV_cowed_by_stalin_army
		}
		add_to_temp_variable = {
			temp_targets_index = 1
		}
	}
	custom_effect_tooltip = SOV_daunt_generals_tt
}
### Entity: Order of Battle
Component: 24a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 24a Brigada Legionario
	location = 3810
	division_template = Brigada Legionario
}
### Entity: Idea
Component: r56i_laws_gender_limited
Constructs: limit, industrial_capacity_factory, has_country_leader_ideology, has_global_flag, conscription_factor, has_power_balance, add_power_balance_value, cancel_if_invalid
Source: game
File: common/ideas/r56i_laws_gender.txt

Code:
r56i_laws_gender_limited = {
	available = {
		custom_trigger_tooltip = {
			tooltip = not_has_government_anarchism_tt
			NOT = {
				has_country_leader_ideology = anarchism anarchist_communism
			}
		}
		hidden_trigger = {
			NOT = {
				has_global_flag = NATIONAL_CHARACTERS_BLOCKED
			}
		}
	}
	modifier = {
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
		production_speed_facility_factor = 0.075
		weekly_manpower = 100
		conscription_factor = 0.075
	}
	on_add = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.05
				tooltip_side = AFG_tribal_side
			}
		}
	}
	cost = 100
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
		modifier = {
			has_political_power = > 150
			amount_taken_ideas = {
				amount = > 2
				slots = {
					political_advisor
				}
			} {
				amount = > 2
				slots = {
					high_command
				}
			} {
				amount = > 0
				slots = {
					army_chief
				}
			} {
				amount = > 0
				slots = {
					industrial_concern
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				amount_taken_ideas = {
					amount = > 0
					slots = {
						tank_manufacturer
					}
				} {
					amount = > 0
					slots = {
						aircraft_manufacturer
					}
				} {
					amount = > 0
					slots = {
						materiel_manufacturer
					}
				}
			}
			NOT = {
				OR = {
					has_idea = r56i_laws_gender_patriarchy r56i_laws_gender_limited r56i_laws_gender_equality
				}
			}
			add = 1
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_merchant_marine
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_merchant_marine
	icon = GFX_focus_generic_merchant_fleet
	prerequisite = {
		focus = SMB_expand_repair_yards
	}
	relative_position_id = SMB_expand_repair_yards
	mutually_exclusive = {
		focus = SMB_enlarge_naval_facilities
	}
	x = 1
	y = 2
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = POR_convoy_build_efficiency
	}
}
### Entity: Idea
Component: technocrat_support_I_idea
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
technocrat_support_I_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		production_speed_arms_factory_factor = -0.05
		production_speed_buildings_factor = 0.05
		stability_factor = 0.05
		civilian_intel_to_others = 5
		global_building_slots_factor = 0.05
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CIN_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = CIN
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}
### Entity: Misc Config
Component: states_in_middle_east
Constructs: limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
states_in_middle_east = {
	input = game:all_states
	operators = {
		limit = {
			is_on_continent = middle_east
		}
	}
	name = COLLECTION_STATES_IN_MIDDLE_EAST
}
### Entity: National Focus
Tree: ast_focus
Component: AST_commonwealth_aircraft_corporation_taog
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_commonwealth_aircraft_corporation_taog
	icon = GFX_focus_AST_commonwealth_aircraft_corporation_taog
	prerequisite = {
		focus = AST_empire_air_training_scheme_taog
	}
	relative_position_id = AST_empire_air_training_scheme_taog
	x = 3
	y = 1
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			OR = {
				has_tech = basic_small_airframe basic_medium_airframe basic_large_airframe
			}
		}
		else = {
			OR = {
				has_tech = CAS1 fighter1 naval_bomber1 heavy_fighter1 tactical_bomber1 strategic_bomber1
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AST_commonwealth_aircraft_corporation_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_commonwealth_aircraft_corporation_organization
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: GNA_mt
Source: game
File: common/characters/GNA.txt

Code:
GNA_mt = {
	advisor = {
		slot = theorist
		idea_token = GNA_mt
		ledger = army
		allowed = {
			original_tag = GNA
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Modifier Reference
Component: idea_SIA_thai_cultural_mandates
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
idea_SIA_thai_cultural_mandates = {
	icon = GFX_idea_generic_constitutional_guarantees
	stability_factor = SIA_cultural_mandates_stability_factor
	army_intel_to_others = SIA_cultural_mandates_army_intel_to_others
	civilian_intel_to_others = SIA_cultural_mandates_civilian_intel_to_others
	intelligence_agency_defense = SIA_cultural_mandates_intelligence_agency_defense
	conscription_factor = SIA_cultural_mandates_recruitable_population_factor
	army_morale_factor = SIA_cultural_mandates_army_morale_factor
	land_reinforce_rate = SIA_cultural_mandates_land_reinforce_rate
	industrial_capacity_dockyard = SIA_cultural_mandates_industrial_capacity_dockyard
	industrial_capacity_factory = SIA_cultural_mandates_industrial_capacity_factory
	political_power_factor = SIA_cultural_mandates_political_power_factor
	production_speed_buildings_factor = SIA_cultural_mandates_production_speed_buildings_factor
	compliance_growth = SIA_cultural_mandates_compliance_growth
	production_factory_efficiency_gain_factor = SIA_cultural_mandates_production_factory_efficiency_gain_factor
}
### Entity: Idea
Component: AST_R56_empire_air_training_scheme
Constructs: is_in_faction_with, removal_cost, equipment_bonus
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_empire_air_training_scheme = {
	allowed = {
		always = no
	}
	available = {
		is_in_faction_with = ENG
	}
	allowed_civil_war = {
		is_in_faction_with = ENG
	}
	removal_cost = -1
	picture = generic_air_bonus
	equipment_bonus = {
		small_plane_airframe = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		cv_small_plane_airframe = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		small_plane_cas_airframe = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		cv_small_plane_cas_airframe = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		cv_small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.05
			instant = yes
		}
		small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.05
			instant = yes
		}
		medium_plane_airframe = {
			air_range = 0.1
			air_ground_attack = 0.05
			instant = yes
		}
		medium_plane_fighter_airframe = {
			air_range = 0.1
			air_attack = 0.05
			instant = yes
		}
		large_plane_airframe = {
			air_range = 0.1
			air_bombing = 0.05
			instant = yes
		}
		large_plane_maritime_patrol_plane_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.05
			instant = yes
		}
		transport_plane_equipment = {
			air_range = 0.1
			instant = yes
		}
	}
	modifier = {
		air_ace_generation_chance_factor = 0.1
	}
}
### Entity: Game Rule
Component: eth_fragmentation_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
eth_fragmentation_status = {
	name = ETH_FRAGMENTATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_FRAGMENTATION_DESC
	}
	option = {
		name = ETH_FRAGMENTED
		text = RULE_OPTION_ETH_FRAGMENTED
		desc = RULE_OPTION_ETH_FRAGMENTED_DESC
	}
}
### Entity: Scripted Trigger
Component: GER_is_RKM_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RKM_state = {
	OR = {
		state = 219 205 242 243 241 207 224 210 246 209 263 208 195 244 264 247 223 222 220 240 258 260 265 245 218 217 351 248 253 254 257 252 255 239 250 879 880 214
	}
}
### Entity: Country History
Country: COG
Component: COG_technology
Constructs: set_technology
Source: game
File: history/countries/COG - Congo.txt

Code:
# Starting Technologies for COG
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_trucks = 1
	basic_train = 1
	armored_car1 = 1
	gw_artillery = 1
	interwar_antitank = 1
	tech_engineers = 1
}