Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SIA_jira_wichitsongkhram
Source: game
File: common/characters/SIA.txt

Code:
SIA_jira_wichitsongkhram = {
	advisor = {
		slot = high_command
		idea_token = SIA_jira_wichitsongkhram
		ledger = army
		allowed = {
			original_tag = SIA
		}
		traits = {
			army_logistics_2
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_jira_wichitsongkhram
	portraits = {
		army = {
			large = GFX_portrait_SIA_jira_wicithhitsongkhram
			small = GFX_portrait_SIA_jira_wicithhitsongkhram_small
		}
	}
	corps_commander = {
		traits = {
			jungle_rat
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 4
		legacy_id = 0
		visible = {

		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_expand_ecuadorian_cocoa_fields
Constructs: prerequisite, add_ideas, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_expand_ecuadorian_cocoa_fields
	icon = GFX_focus_generic_coffee
	relative_position_id = VEN_unify_political_command
	x = 3
	y = 2
	cost = 10
	available = {
		has_full_control_of_state = 490
	}
	prerequisite = {
		focus = VEN_bolivarian_development
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		490 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_ideas = ECU_chocolate_exports
	}
}
### Entity: Decision
Component: form_austria_hungary_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_austria_hungary_category = {
	icon = GFX_decision_cat_generic_austria_hungary_icon
	picture = GFX_decision_cat_generic_austria_hungary
	allowed = {
		has_dlc = Waking the Tiger
	}
}
### Entity: Event
Component: news.63
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.63
	title = news.63.t
	desc = news.63.d
	picture = GFX_news_event_032
	major = yes
	is_triggered_only = yes
	option = {
		name = news.63.a
		trigger = {
			NOT = {
				original_tag = SPR
			}
		}
	} {
		name = news.63.b
		trigger = {
			original_tag = SPR
		}
	}
}
### Entity: Modifier Reference
Construct: navy_submarine_defence_factor_against
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_submarine_defence_factor_against

* Number with 2 decimal places
* **Categories**: naval, defensive
### Entity: Order of Battle
Component: air_wing_266
Source: game
File: history/units/PER_1936_air_legacy.txt

Code:
air_wings = {
	266 = {
		fighter_equipment_0 = {
			owner = PER
			amount = 72
		}
		CAS_equipment_1 = {
			owner = PER
			amount = 48
		}
	}
}
### Entity: Unit Template
Component: BYZ_MOT_01
Constructs: has_any_byz_cosmetic_tag
Source: game
File: common/units/names_divisions/BYZ_names_divisions.txt

Code:
BYZ_MOT_01 = {
	name = Byz. Motorised Divisions
	for_countries = {
		GRE
	}
	can_use = {
		has_any_byz_cosmetic_tag = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		BYZ_INF_01
	}
	fallback_name = %s Tagma Michanopoiiméni
	ordered = {
		1 = {
			%s 'Scholai' Tagma Michanopoiiméni
		}
		2 = {
			%s 'Exkoubitoi' Tagma Michanopoiiméni
		}
		3 = {
			%s 'Arithmos' Tagma Michanopoiiméni
		}
		4 = {
			%s 'Hikanatoi' Tagma Michanopoiiméni
		}
		5 = {
			%s 'Noumeroi' Tagma Michanopoiiméni
		}
		6 = {
			%s 'Optimatoi' Tagma Michanopoiiméni
		}
		7 = {
			%s 'Hetaireaia' Tagma Michanopoiiméni
		}
		8 = {
			%s Tagma Michanopoiiméni
		}
		9 = {
			%s Tagma Michanopoiiméni
		}
		10 = {
			%s Tagma Michanopoiiméni
		}
		11 = {
			%s Tagma Michanopoiiméni
		}
		12 = {
			%s Tagma Michanopoiiméni
		}
		13 = {
			%s Tagma Michanopoiiméni
		}
		14 = {
			%s Tagma Michanopoiiméni
		}
		15 = {
			%s Tagma Michanopoiiméni
		}
		16 = {
			%s Tagma Michanopoiiméni
		}
		17 = {
			%s Tagma Michanopoiiméni
		}
		18 = {
			%s Tagma Michanopoiiméni
		}
		19 = {
			%s Tagma Michanopoiiméni
		}
		20 = {
			%s Tagma Michanopoiiméni
		}
	}
}
### Entity: Decision
Component: POL_defensive_plans
Constructs: has_completed_focus, has_war_with, fire_only_once, is_controlled_by, complete_effect, add_dynamic_modifier
Source: game
File: common/decisions/POL.txt

Code:
POL_defensive_plans = {
	POL_defend_in_east_state = {
		icon = hol_draw_up_staff_plans
		state_target = any_controlled_state
		target_root_trigger = {
			has_completed_focus = POL_local_eastern_plans
			has_war_with = SOV
			num_of_controlled_states = > 0
		}
		available = {
			FROM = {
				OR = {
					AND = {
						is_controlled_by = POL
						any_neighbor_state = {
							is_controlled_by = SOV
						}
					} {
						is_controlled_by = SOV
						any_neighbor_state = {
							is_controlled_by = POL
						}
					}
				}
			}
			has_war_with = SOV
		}
		target_trigger = {
			FROM = {
				OR = {
					AND = {
						is_controlled_by = POL
						any_neighbor_state = {
							is_controlled_by = SOV
						}
					} {
						is_controlled_by = SOV
						any_neighbor_state = {
							is_controlled_by = POL
						}
					}
				}
			}
		}
		visible = {
			has_completed_focus = POL_local_eastern_plans
		}
		fire_only_once = no
		cost = 50
		days_re_enable = 60
		on_map_mode = map_only
		complete_effect = {
			FROM = {
				add_dynamic_modifier = {
					modifier = POL_anti_soviet_offensive
					days = 60
					scope = POL
				}
			}
		}
		ai_will_do = {
			base = 0
		}
	}
	POL_defend_in_west_state = {
		icon = hol_draw_up_staff_plans
		state_target = any_controlled_state
		available = {
			FROM = {
				OR = {
					AND = {
						is_controlled_by = POL
						any_neighbor_state = {
							is_controlled_by = GER
						}
					} {
						is_controlled_by = GER
						any_neighbor_state = {
							is_controlled_by = POL
						}
					}
				}
			}
			has_war_with = GER
		}
		target_trigger = {
			FROM = {
				OR = {
					AND = {
						is_controlled_by = POL
						any_neighbor_state = {
							is_controlled_by = GER
						}
					} {
						is_controlled_by = GER
						any_neighbor_state = {
							is_controlled_by = POL
						}
					}
				}
			}
		}
		visible = {
			has_completed_focus = POL_local_western_plans
		}
		fire_only_once = no
		cost = 50
		days_re_enable = 60
		on_map_mode = map_only
		complete_effect = {
			FROM = {
				add_dynamic_modifier = {
					modifier = POL_anti_german_offensive
					days = 60
					scope = POL
				}
			}
		}
		ai_will_do = {
			base = 10
		}
	}
}
### Entity: Idea
Component: COG_acr
Source: game
File: common/ideas/congo.txt

Code:
COG_acr = {
	picture = generic_air_african_3
	allowed = {
		original_tag = COG
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: news.617
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.617
	title = news.617.t
	desc = news.617.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = news.617.a
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_reverse_the_brain_drain
Constructs: prerequisite, completion_reward, is_subject, add_research_slot
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_reverse_the_brain_drain
	icon = GFX_focus_research
	prerequisite = {
		focus = GER_the_monarchy_compromise
	}
	available = {
		is_subject = no
	}
	x = 2
	y = 1
	relative_position_id = GER_the_monarchy_compromise
	cost = 10
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: AAT_Sweden_strike.2
Constructs: is_triggered_only, limit, remove_ideas, add_stability, add_political_power, has_idea, random_army_leader, has_trait
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_strike.2
	title = AAT_Sweden_strike.2.t
	desc = AAT_Sweden_strike.2.desc
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_strike.2.a
		if = {
			limit = {
				has_idea = SWE_major_hungershield_strike
			}
			hidden_effect = {
				remove_ideas = SWE_major_hungershield_strike
			}
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = SWE_wounded_in_protests SWE_disillusioned_with_the_government
					}
				}
				random_list = {
					50 = {
						add_timed_unit_leader_trait = {
							trait = SWE_wounded_in_protests
							days = 120
						}
					} {
						add_timed_unit_leader_trait = {
							trait = SWE_disillusioned_with_the_government
							days = 270
						}
					}
				}
			}
		} {
			limit = {
				has_idea = SWE_minor_hungershield_strike
			}
			remove_ideas = SWE_major_hungershield_strike
		}
		add_timed_idea = {
			idea = SWE_major_hungershield_strike
			days = 180
		}
	} {
		name = AAT_Sweden_strike.2.b
		trigger = {
			has_political_power = > -100
		}
		if = {
			limit = {
				has_idea = SWE_major_hungershield_strike
			}
			hidden_effect = {
				remove_ideas = SWE_major_hungershield_strike
			}
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = SWE_wounded_in_protests SWE_disillusioned_with_the_government
					}
				}
				random_list = {
					50 = {
						add_timed_unit_leader_trait = {
							trait = SWE_wounded_in_protests
							days = 120
						}
					} {
						add_timed_unit_leader_trait = {
							trait = SWE_disillusioned_with_the_government
							days = 270
						}
					}
				}
			}
		} {
			limit = {
				has_idea = SWE_minor_hungershield_strike
			}
			remove_ideas = SWE_major_hungershield_strike
		}
		add_timed_idea = {
			idea = SWE_major_hungershield_strike
			days = 180
		}
		add_political_power = -150
		add_stability = 0.08
	}
}
### Entity: Technology
Component: survivability_studies
Constructs: enable_equipment_modules, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		self_sealing_fuel_tanks_small self_sealing_fuel_tanks_medium self_sealing_fuel_tanks_large armor_plate_small armor_plate_medium armor_plate_large
	}
	research_cost = 1
	start_year = 1939
	folder = {
		name = bba_air_techs_folder
		position = {
			x = -2
			y = 5
		}
	}
	categories = {
		air_equipment plane_modules_tech mio_cat_all_light_fighter_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			date = > 1937.1.1
			factor = 1.5
		} {
			date = > 1938.1.1
			factor = 1.5
		} {
			date = > 1939.1.1
			factor = 3
		} {
			has_War = yes
			factor = 3
		}
	}
}
### Entity: Decision
Component: DEN_development_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_development_category = {
	icon = GFX_decision_category_generic_industry
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	priority = 5
	visible = {
		OR = {
			has_completed_focus = DEN_expand_the_industries DEN_modernize_agricultural_machinery DEN_modernize_industrial_machinery
		}
	}
}
### Entity: Idea
Component: SPR_peseta_surevaluated
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_peseta_surevaluated = {
	name = SPR_peseta_surevaluated
	picture = generic_foreign_capital
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: State History
Component: 400
Constructs: add_core_of
Source: game
File: history/states/400-Kirov.txt

Code:
state = {
	id = 400
	name = STATE_400
	manpower = 2115475
	resources = {
		aluminium = 14
	}
	state_category = town
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV
		victory_points = {
			6124 1
		}
	}
	provinces = {
		31 45 73 88 112 119 146 175 272 359 3004 3017 3027 3041 3066 3102 3103 3112 3139 3146 3167 3177 3186 3264 3270 3363 3394 6089 6110 6124 6133 6162 6171 6191 6213 6224 6274 6288 6297 6383 9050 9065 9114 9146 9155 9172 9180 9192 9214 9232 9370 10200 11025 11051 11087 11110 11124 11133 11149 11158 11170 11192 11193 11354 11365
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: greater_italy_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
greater_italy_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_greater_italy
	allowed = {

	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_armored_cavalry
Constructs: prerequisite, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_armored_cavalry
	icon = GFX_goal_mechanized_offensive
	prerequisite = {
		focus = SER_motorization_effort
	}
	relative_position_id = SER_motorization_effort
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 1.5
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = mechanization_tech_bonus_name
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: try_build_dockyard_in_core_otherwise_build_in_controlled
Constructs: limit, has_country_flag, set_country_flag, random_core_state, is_coastal, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
try_build_dockyard_in_core_otherwise_build_in_controlled = {
	set_country_flag = try_build_dockyard
	random_core_state = {
		limit = {
			free_building_slots = {
				building = dockyard
				size = > 0
				include_locked = yes
			}
			impassable = no
			is_coastal = yes
			is_controlled_by = ROOT
		}
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = dockyard
			level = 1
			instant_build = yes
		}
		ROOT = {
			set_country_flag = built_dockyard_in_core_successfully
		}
	}
	if = {
		limit = {
			NOT = {
				has_country_flag = built_dockyard_in_core_successfully
			}
			has_country_flag = try_build_dockyard
		}
		random_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				impassable = no
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	} {
		limit = {
			has_country_flag = try_build_dockyard
		}
		clr_country_flag = try_build_dockyard
	} {
		limit = {
			has_country_flag = built_dockyard_in_core_successfully
		}
		clr_country_flag = built_dockyard_in_core_successfully
	}
}
### Entity: Idea
Component: BUL_volunteers_in_spain_nationalist
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_volunteers_in_spain_nationalist = {
	picture = FRA_scw_intervention_nationalists_focus
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteer_size = 3
		send_volunteers_tension = -1
	}
}
### Entity: Character
Component: BOT_democratic_guy
Constructs: has_government
Source: game
File: common/characters/BOT.txt

Code:
BOT_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BOT_democratic_guy
		allowed = {
			original_tag = BOT
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_vasa_ii
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_dlc, has_tech, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_vasa_ii
	icon = GFX_focus_SWE_Vasa_II
	x = 4
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_rule_the_baltic
	}
	relative_position_id = SWE_rule_the_baltic
	ai_will_do = {
		factor = 10
	}
	available = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			has_tech = improved_ship_hull_heavy
		}
		else = {
			has_tech = basic_battlecruiser
		}
	}
	bypass = {

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

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					NOT = {
						has_government = communism
					}
				}
				create_equipment_variant = {
					name = HMS Vasa II
					type = ship_hull_heavy_3
					parent_version = 0
					modules = {
						fixed_ship_battery_slot = ship_heavy_battery_3
						fixed_ship_anti_air_slot = ship_anti_air_3
						fixed_ship_fire_control_system_slot = ship_fire_control_system_3
						fixed_ship_radar_slot = ship_radar_2
						fixed_ship_engine_slot = heavy_ship_engine_4
						fixed_ship_secondaries_slot = dp_ship_secondaries_3
						fixed_ship_armor_slot = ship_armor_bc_3
						front_1_custom_slot = ship_heavy_battery_2
						mid_1_custom_slot = ship_anti_air_3
						mid_2_custom_slot = dp_ship_secondaries_2
						rear_1_custom_slot = ship_heavy_battery_2
					}
				}
				add_equipment_production = {
					equipment = {
						type = ship_hull_heavy_3
						creator = SWE
						version_name = HMS Vasa II
					}
					requested_factories = 5
					progress = 0.6
				}
			}
			else = {
				create_equipment_variant = {
					name = Röd Orkan
					type = ship_hull_heavy_3
					parent_version = 0
					modules = {
						fixed_ship_battery_slot = ship_heavy_battery_3
						fixed_ship_anti_air_slot = ship_anti_air_3
						fixed_ship_fire_control_system_slot = ship_fire_control_system_3
						fixed_ship_radar_slot = ship_radar_2
						fixed_ship_engine_slot = heavy_ship_engine_4
						fixed_ship_secondaries_slot = dp_ship_secondaries_3
						fixed_ship_armor_slot = ship_armor_bc_3
						front_1_custom_slot = ship_heavy_battery_2
						mid_1_custom_slot = ship_anti_air_3
						mid_2_custom_slot = dp_ship_secondaries_2
						rear_1_custom_slot = ship_heavy_battery_2
					}
				}
				add_equipment_production = {
					equipment = {
						type = ship_hull_heavy_3
						creator = SWE
						version_name = Röd Orka
# ... (truncated)
### Entity: Country History
Country: IVO
Component: IVO_technology
Constructs: set_technology
Source: game
File: history/countries/IVO - Ivory Coast.txt

Code:
# Starting Technologies for IVO
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: col_focus
Component: COL_collectivist_ethos
Constructs: prerequisite, completion_reward, has_country_leader, cancel_if_invalid, is_historical_focus_on, has_idea, is_ai, add_popularity
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_collectivist_ethos
	icon = GFX_focus_LAT_suspend_constitution_of_latvia
	prerequisite = {
		focus = COL_political_effort
	}
	relative_position_id = COL_political_effort
	mutually_exclusive = {
		focus = COL_liberty_ethos
	}
	x = -4
	y = 1
	cost = 8
	available = {
		has_country_leader = {
			character = COL_alfonso_lópez_pumarejo
			ruling_only = yes
		}
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			OR = {
				is_historical_focus_on = yes
				has_idea = neutrality_idea
			}
		} {
			OR = {
				PAN = {
					is_ai = no
				}
				ECU = {
					is_ai = no
				}
				PRU = {
					is_ai = no
				}
			}
			factor = 0
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		} {
			ideology = democratic
			popularity = -0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = COL_growing_political_resistance
			add_idea = COL_growing_political_resistance_2
		}
	}
}
### Entity: Idea
Component: r56_LUX_fair_economy_3
Constructs: has_government, production_speed_buildings_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_fair_economy_3 = {
	name = r56_LUX_fair_economy
	picture = ARG_social_welfare_fund_ns
	cancel = {
		has_government = fascism
	}
	modifier = {
		consumer_goods_factor = 0.1
		line_change_production_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Idea
Component: SOM_ncm
Source: game
File: common/ideas/somalia.txt

Code:
SOM_ncm = {
	picture = generic_navy_african_3
	allowed = {
		original_tag = SOM
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: HOA_state_funded_projects_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/aussa.txt

Code:
HOA_state_funded_projects_idea = {
	allowed = {
		OR = {
			original_tag = AFA ORO QEM TIG BEG HAR SID GBA
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_exploit_mines
	modifier = {
		production_speed_buildings_factor = 0.15
	}
}
### Entity: AI Strategy
Component: LAT_historical
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/LAT_historical_strategy_plan.txt

Code:
LAT_historical = {
	name = Latvian historical plan
	desc = 
	allowed = {
		original_tag = LAT
	}
	enable = {
		has_dlc = No Step Back
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = LAT_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = LAT_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = LAT_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		LAT_suspend_the_constitution LAT_empower_paramilitarists LAT_the_sun_shines_equally BALTIC_rejoin_the_railways BALTIC_renew_allied_trade LAT_banish_clemens LAT_appease_democrats LAT_martial_prime_minister LAT_improve_military_life LAT_establish_chambers_of_professions BALTIC_attract_workers_to_capital BALTIC_modernize_industry LAT_nationalised_industry LAT_merge_presidential_titles BALTIC_school_of_aviation LAT_aizsargi BALTIC_ford_motors BALTIC_british_aircraft BALTIC_allied_shipments LAT_womens_aizsargi LAT_supply_forest_brothers LAT_multicultural_latvia LAT_threat_on_our_border BALTIC_natural_resources BALTIC_rebuild_forts BALTIC_unchain_education BALTIC_arm_the_nation
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		LAT_formalize_baltic_entente = 0
		LAT_beyond_the_baltic = 0.01
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_central_african_bank
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, every_other_country, has_idea, set_african_central_bank_variables
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_central_african_bank
	icon = GFX_focus_generic_africa_factory
	x = 1
	y = 1
	prerequisite = {
		focus = COG_organization_of_african_unity
	}
	relative_position_id = COG_organization_of_african_unity
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		is_subject = no
		has_government = communism
	}
	completion_reward = {
		custom_effect_tooltip = ETH_african_central_bank_tt generic_skip_one_line_tt ETH_african_central_bank_2_tt
		every_other_country = {
			limit = {
				has_idea = organization_of_african_unity_member_idea
			}
			country_event = {
				id = BBA_african_union_events.4
				hours = 1
			}
		}
		set_african_central_bank_variables = yes
		add_dynamic_modifier = {
			modifier = african_union_central_bank_modifier
		}
	}
}