Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: SAD
Component: SAD_technology
Constructs: set_technology
Source: game
File: history/countries/SAD - Sardinia.txt

Code:
# Starting Technologies for SAD
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: AI Strategy
Component: EAI_JAP_SOV_non_aggression_pact
Constructs: has_completed_focus, has_war_with, is_historical_focus_on, is_in_faction_with, is_subject_of, has_capitulated, is_subject
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_SOV_non_aggression_pact = {
	allowed = {
		OR = {
			tag = JAP MEN MAN CHI
		}
	}
	enable = {
		is_historical_focus_on = yes
		OR = {
			tag = JAP
			is_in_faction_with = JAP
			is_subject_of = JAP
		}
		USA = {
			EAI_THIS_is_threat_to_PREV = yes
		}
		JAP = {
			has_completed_focus = JAP_soviet_japanese_neutrality_pact
		}
		NOT = {
			JAP = {
				has_war_with = SOV
			} {
				has_capitulated = yes
				is_subject = yes
			} {
				is_in_faction_with = SOV
			}
			SOV = {
				has_capitulated = yes
				is_subject = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = SOV
		target = non_aggression_pact
		value = 1000
	} {
		type = diplo_action_desire
		id = MON
		target = non_aggression_pact
		value = 1000
	} {
		type = diplo_action_desire
		id = SIK
		target = non_aggression_pact
		value = 1000
	}
}
### Entity: Country History
Country: BAY
Component: BAY_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/BAY - Bavaria.txt

Code:
# Politics & Parties for BAY
set_stability = 0.75
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	neutrality = 70
	democratic = 0
	fascism = 5
	communism = 25
}
add_ideas = {

}
### Entity: Idea
Component: EAI_DD_19/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ITA_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 62
	}
	location = 10120
	division_template = Divisione Autotrasportabile
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_special_forces
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_special_forces
	text = ABC_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = TAN_equipment_effort_3
	} {
		focus = TAN_equipment_effort_2
	}
	x = -1
	y = 1
	relative_position_id = TAN_equipment_effort_3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = special_forces
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 2
			uses = 1
			category = r56_desert_infantry_tech r56_jaeger_infantry_tech r56_jungle_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 2
			category = r56_special_forces_training_tech
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_battle_for_air_superiority
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_battle_for_air_superiority = {
	picture = generic_air_interception
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		air_mission_efficiency = 0.05
	}
}
### Entity: Character
Component: CHA_aa2
Source: game
File: common/characters/CHA.txt

Code:
CHA_aa2 = {
	advisor = {
		slot = high_command
		idea_token = CHA_aa2
		ledger = army
		allowed = {
			original_tag = CHA
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Event
Component: DOD_romania.42
Constructs: is_triggered_only, ai_chance, is_in_faction, create_wargoal, puppet_wargoal_focus
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.42
	title = DOD_romania.42.t
	desc = DOD_romania.42.desc
	picture = GFX_report_event_bulgarian_soldiers
	is_triggered_only = yes
	option = {
		name = DOD_romania.42.a
		ai_chance = {
			factor = 10
			modifier = {
				strength_ratio = {
					tag = BUL
					ratio = < 1
				}
				factor = 10
			} {
				BUL = {
					is_in_faction = yes
				}
				factor = 10
			}
		}
	} {
		name = DOD_romania.42.b
		ai_chance = {
			factor = 90
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BUL
		}
		news_event = {
			id = news.319
			days = 1
		}
	}
}
### Entity: Modifier Reference
Component: LIE_gold_trade_with_liechtenstein
Constructs: research_speed_factor, has_war_with, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/LIE.txt

Code:
LIE_gold_trade_with_liechtenstein = {
	enable = {
		NOT = {
			has_war_with = LIE
		}
	}
	icon = GFX_idea_SPR_seize_the_gold_reserves
	consumer_goods_factor = LIE_gold_trade_consumer_goods_factor
	production_speed_buildings_factor = LIE_gold_trade_building_speed_factor
	research_speed_factor = LIE_gold_trade_research_speed_factor
	production_lack_of_resource_penalty_factor = LIE_gold_trade_lack_of_resource_penalty_factor
	production_factory_max_efficiency_factor = LIE_gold_trade_factory_max_efficiency_factor
}
### Entity: National Focus
Component: wuw_HUN_revive_the_tribal_consolidation
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, has_global_flag, is_fully_controlled_by
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_revive_the_tribal_consolidation
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = wuw_HUN_approach_the_diasporas
	}
	x = 1
	y = 2
	relative_position_id = wuw_HUN_approach_the_diasporas
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = democratic
		is_subject = no
		NOT = {
			has_global_flag = GER_reformed_austro_hungarian_empire
		}
		custom_trigger_tooltip = {
			tooltip = wuw_HUN_proclaim_greater_hungary_core_states_requirement
			AND = {
				155 = {
					is_fully_controlled_by = ROOT
				}
				974 = {
					is_fully_controlled_by = ROOT
				}
				973 = {
					is_fully_controlled_by = ROOT
				}
				43 = {
					is_fully_controlled_by = ROOT
				}
				154 = {
					is_fully_controlled_by = ROOT
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = HUN_tribal_consolidation_revived
		custom_effect_tooltip = generic_skip_one_line_tt
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					state = 664 70 71 73 975 45 764 76 83 84 82
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Character
Component: SRL_anton_muttukumaru
Source: game
File: common/characters/SRL.txt

Code:
SRL_anton_muttukumaru = {
	name = Anton Muttukumaru
	portraits = {
		civilian = {
			large = GFX_kr_portrait_india_generic_land_4
			small = GFX_kr_portrait_india_generic_land_4_small
		}
	}
	field_marshal = {
		traits = {
			organizer skilled_staffer homeland_connoisseur trait_cautious
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
	}
	advisor = {
		slot = army_chief
		idea_token = SRL_anton_muttukumaru
		allowed = {
			original_tag = SRL
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_anti_partizan_tactics
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_anti_partizan_tactics
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = SER_military_youth
	}
	relative_position_id = SER_political_effort
	x = 4
	y = 4
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = CRO_idea_anti_partizan_tactics
		add_tech_bonus = {
			name = SER_mountain_brigades
			bonus = 1
			uses = 1
			category = mountaineers_tech
		} {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_common_economic_space_initiative
Constructs: prerequisite, limit, add_ideas, has_government, every_country, completion_reward, allow_branch, every_other_country
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_common_economic_space_initiative
	icon = GFX_goal_anschluss
	prerequisite = {
		focus = SOV_fourth_five_year_plan
	}
	x = 0
	y = 1
	relative_position_id = SOV_fourth_five_year_plan
	cost = 10
	ai_will_do = {
		base = 5
	}
	allow_branch = {
		NOT = {
			has_government = communism
		}
	}
	available = {
		num_subjects = > 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				num_subjects = > 0
			}
			add_ideas = SOV_common_economic_space_sov_default
			custom_effect_tooltip = SOV_found_the_comecon_subjects_tt SOV_found_the_comecon_program_tt
			every_other_country = {
				limit = {
					is_subject_of = ROOT
				}
				add_ideas = SOV_common_economic_space_puppet_default
			}
			hidden_effect = {
				add_to_tech_sharing_group = SOV_common_economic_space
				every_country = {
					limit = {
						is_subject_of = ROOT
					}
					add_to_tech_sharing_group = SOV_comecon
				}
			}
		}
		else = {
			effect_tooltip = {
				add_ideas = SOV_common_economic_space_sov_default
			} {
				add_ideas = SOV_common_economic_space_puppet_default
			}
			custom_effect_tooltip = SOV_found_the_comecon_subjects_tt SOV_found_the_comecon_program_tt
		}
	}
}
### Entity: Idea
Component: MAN_low_legitimacy_4
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_low_legitimacy_4 = {
	name = MAN_low_legitimacy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = man_low_legitimacy2
	modifier = {
		stability_factor = -0.4
		war_support_factor = -0.4
	}
}
### Entity: State History
Component: 867
Constructs: add_core_of
Source: game
File: history/states/867-Northern Manitoba.txt

Code:
state = {
	id = 867
	name = STATE_867
	provinces = {
		5239 6728 7185 7782 9615 10585 10605 13182
	}
	history = {
		owner = CAN
		add_core_of = CAN
		buildings = {
			infrastructure = 1
		}
	}
	manpower = 10000
	state_category = pastoral
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Name List
Component: VEN
Source: game
File: common/names/00_names.txt

Code:
VEN = {
	male = {
		names = {
			Adolfo Agustín Alejandro Andrés Aníbal Antonio Bartolomé Bernardo David Diego Domingo Eduardo Emiliano Emilio Enrique Esteban Eusebio Federico Felipe Francisco Germán Hernando Hilarión Ignacio Isidoro Ismael Jorge José José Miguel Juan Juan Antonio Juan Francisco Justo Ladislao Luis Manuel Mariano Miguel Narciso Nicolás Pablo Patricio Pedro Ramón Rufino Ruperto Santiago Sebastián Severino Tomás
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Abaroa Ágreda Altamirano Arteaga Ballivián Baquedano Belzú Blanche Blanco Bulnes Cabrera Calvo Campero Castilla Corrico Daza de la Cruz de Santa Cruz de Velasco de Vidal Echenique Errázuriz Fernández Figueroa Franco Freire Gamarra Gorostiaga Grau Guilarte La Mar Latorre Lynch Melgarejo Monje Montero Montes Montt Orbegoso Pezet Rebolledo Ruíz-Tagle Salaverry Santa María Siles Sotomayor Toro Valencia Zañartu Zapata
	}
	callsigns = {

	}
}
### Entity: State History
Component: 107
Constructs: add_core_of
Source: game
File: history/states/107-Kosavo.txt

Code:
state = {
	id = 107
	name = STATE_107
	history = {
		owner = YUG
		buildings = {
			infrastructure = 3
			arms_factory = 3
			industrial_complex = 4
			air_base = 5
		}
		victory_points = {
			11586 15
		}
		add_core_of = YUG SER
	}
	provinces = {
		797 3609 3956 3984 6634 9599 11583 11586
	}
	manpower = 1279121
	resources = {
		coal = 4
	}
	buildings_max_level_factor = 1.0
	state_category = large_city
	local_supplies = 4.0
}
### Entity: Event
Component: tfv_south_africa.84
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.84
	title = tfv_south_africa.84.t
	desc = tfv_south_africa.84.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		CHA = {
			if = {
				limit = {
					SAF = {
						controls_state = 774 775
					}
				}
				transfer_state = 774 775
			}
		}
		SAF = {
			puppet = CHA
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		CHA = {
			if = {
				limit = {
					SAF = {
						controls_state = 774 775
					}
				}
				transfer_state = 774 775
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = CHA
		}
	}
}
### Entity: Idea
Component: CHI_chinese_unity_1
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_chinese_unity_1 = {
	picture = chi_chinese_unity
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		surrender_limit = 0.05
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.1
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_country_flag, add_opinion_modifier, has_opinion, random_hours
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.1
	title = wuw_GER_diplomacy.1.t
	desc = AAT_germany.1.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.1.a
		ai_chance = {
			base = 20
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				industrial_complex = < 15
			}
		}
		effect_tooltip = {
			ROOT = {
				add_ideas = GER_german_trade_ns
				add_opinion_modifier = {
					target = FROM
					modifier = GER_trading_partners
				}
			}
		}
		if = {
			limit = {
				original_tag = HOL
				has_country_flag = GER_trading_proposal_flag
			}
			effect_tooltip = {
				INS = {
					add_ideas = GER_german_trade_ns
					add_opinion_modifier = {
						target = FROM
						modifier = GER_trading_partners
					}
				}
			}
		} {
			limit = {
				original_tag = BEL
				has_country_flag = GER_trading_proposal_flag
			}
			effect_tooltip = {
				COG = {
					add_ideas = GER_german_trade_ns
					add_opinion_modifier = {
						target = FROM
						modifier = GER_trading_partners
					}
				}
			}
		}
		custom_effect_tooltip = war_will_cancel_deal_tt
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.2
				hours = 5
				random_hours = 5
			}
		}
	} {
		name = wuw_GER_diplomacy.1.b
		ai_chance = {
			base = 1
			modifier = {
				add = 15
				has_opinion = {
					target = FROM
					value = < -29
				}
			} {
				add = 15
				has_opinion = {
					target = FROM
					value = < -49
				}
			} {
				add = 20
				FROM = {
					has_added_tension_amount = > 15
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.3
				hours = 5
				random_hours = 5
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_agency_liberal
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, has_intelligence_agency, create_intelligence_agency, has_dlc
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_agency_liberal
	icon = GFX_goal_generic_secret_documents
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_the_fight_for_liberty
	}
	cost = 5
	relative_position_id = PAL_the_fight_for_liberty
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_form_department
				}
			}
			upgrade_intelligence_agency = upgrade_form_department
		}
		add_ideas = GER_abwehr_contacts
		hidden_effect = {
			set_technology = {
				lar_decryption_bonus_tech = 1
			}
		}
		custom_effect_tooltip = lar_decryption_bonus_tt
		else_if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_decryption_boost
				}
			}
			upgrade_intelligence_agency = upgrade_decryption_boost
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_decryption_boost_2
				}
			}
			upgrade_intelligence_agency = upgrade_decryption_boost_2
		}
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_fra
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_fra = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = FRA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: Character
Component: ENG_arthur_percival
Source: game
File: common/characters/ENG.txt

Code:
ENG_arthur_percival = {
	name = ENG_arthur_percival
	portraits = {
		army = {
			large = GFX_portrait_ENG_arthur_percival
			small = GFX_portrait_ENG_arthur_percival_small
		}
	}
	corps_commander = {
		traits = {
			trait_cautious
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_timurid_bureaucracy
Constructs: prerequisite, limit, add_ideas, completion_reward, add_popularity, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_timurid_bureaucracy
	icon = GFX_focus_RAJ_the_legacy_of_babur
	prerequisite = {
		focus = AFG_invite_the_mughal_prince
	}
	x = 0
	y = 1
	relative_position_id = AFG_invite_the_mughal_prince
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		IF = {
			limit = {
				has_idea = AFG_pashtunwali
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			swap_ideas = {
				remove_idea = AFG_pashtunwali
				add_idea = idea_RAJ_timurid_bureaucracy
			}
		}
		ELSE = {
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = idea_RAJ_timurid_bureaucracy
		}
	}
}
### Entity: AI Strategy
Component: generic_heavy_fighter
Source: game
File: common/ai_equipment/generic_planes.txt

Code:
generic_heavy_fighter = {
	category = air
	blocked_for = {
		GER ENG USA
	}
	available_for = {

	}
	roles = {
		air_heavy_fighter
	}
	priority = {
		factor = 500
	}
	heavy_fighter_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_plane_fighter_airframe_1
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_2_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			light_mg_4x aircraft_cannon_1_2x engine_2_2x
		}
	}
	heavy_fighter_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_plane_fighter_airframe_2
			modules = {
				fixed_main_weapon_slot = heavy_mg_4x
				fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_3_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			heavy_mg_4x aircraft_cannon_1_2x engine_3_2x
		}
	}
	heavy_fighter_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_plane_fighter_airframe_3
			modules = {
				fixed_main_weapon_slot = heavy_mg_4x
				fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x
				fixed_auxiliary_weapon_slot_2 = empty
				engine_type_slot = engine_4_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			heavy_mg_4x aircraft_cannon_2_2x engine_4_2x
		}
	}
}
### Entity: Faction
Component: change_leader_rule_never
Constructs: has_government, change_leader_rule_never, change_leader_rules, is_faction_leader
Source: game
File: common/factions/rules/change_leader_rules.txt

Code:
change_leader_rule_never = {
	type = change_leader_rules
	trigger = {
		always = no
	}
	available = {
		faction_manifest_fulfillment = > 0.66
	}
	can_remove = {
		faction_manifest_fulfillment = < 0.5
	}
	modifier = {
		research_sharing_per_country_bonus_factor = -0.25
		surrender_limit = -0.05
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 5
			has_government = fascism
			is_faction_leader = yes
		}
	}
}