Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: isr_focus
Component: ISR_revolution
Constructs: has_war_with, add_war_support, completion_reward, add_political_power, allow_branch, has_global_flag
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_revolution
	icon = GFX_goal_ISR_flag_5
	cost = 2
	x = 0
	y = 0
	bypass = {
		NOT = {
			has_war_with = PAL JOR EGY SYR IRQ LEB
		}
	}
	allow_branch = {
		NOT = {
			has_global_flag = MPL_jerusalem_conference
		}
	}
	completion_reward = {
		add_political_power = 100
		add_war_support = 0.2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: TUR_mumtaz_okmen
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_mumtaz_okmen = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = TUR_mumtaz_okmen
		portraits = {
			army = {
				small = GFX_idea_tur_mumtaz_okmen
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = TUR_mumtaz_okmen
			name = TUR_mumtaz_okmen
			allowed = {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			}
			traits = {
				captain_of_industry
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = TUR_mumtaz_okmen
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_5
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = TUR_mumtaz_okmen
			allowed = {
				original_tag = TUR
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				captain_of_industry
			}
		}
	}
}
### Entity: Achievement
Component: one_step_forward
Constructs: has_country_flag, has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
one_step_forward = {
	id = 144
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SOV
	}
	happened = {
		SOV = {
			has_War_with = POL
			has_war_with = GER
			NOT = {
				has_country_flag = achievement_GER_attacked_POL_first
			}
		}
	}
}
### Entity: Character
Component: GER_organization_todt_improved_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_organization_todt_improved_trait = {
	random = no
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_arms_factory_factor = 0.1
	production_speed_bunker_factor = 0.1
	production_speed_coastal_bunker_factor = 0.05
	global_building_slots = 1
}
### Entity: Idea
Component: BAS_stc
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = BAS
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_align_with_axis
Constructs: prerequisite, has_government, completion_reward, allow_branch, is_subject, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_align_with_axis
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = PER_stand_with_germany
	}
	x = 0
	y = 1
	relative_position_id = PER_stand_with_germany
	cost = 5
	allow_branch = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		is_subject = no
		has_government = neutrality
		is_in_faction = no
	}
	bypass = {
		is_subject = yes
		is_in_faction_with = GER
	}
	completion_reward = {
		custom_effect_tooltip = PER_acceptance_ger_tt CHL_skip_one_line_tt
		GER = {
			country_event = generic.2
		}
	}
}
### Entity: Modifier Reference
Component: JAP_support_ethiopia_static_modifier
Constructs: send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
JAP_support_ethiopia_static_modifier = {
	send_volunteers_tension = -0.5
	send_volunteer_divisions_required = -0.25
	send_volunteer_factor = 0.25
}
### Entity: Idea
Component: EAI_DD_9/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: COG_alternate_peaceful_communist_independence
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/COG_alternate_strategy_plan .txt

Code:
COG_alternate_peaceful_communist_independence = {
	name = Congolese Alternate plan to gain independence quicker, but peacefully if possible, and become Communist
	desc = 
	allowed = {
		original_tag = COG
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = COG_AI_RANDOM_COM_INDEPENDENCE
			has_game_rule = {
				rule = COG_AI_BEHAVIOR
				option = COG_COM_INDEPENDENCE
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		COG_the_lion_roars COG_proclaim_the_peoples_republic COG_cooperate_with_the_congolese_churches COG_nationalization_of_foreign_industrial_assets COG_form_the_gecamines COG_societe_nationale_chemins_du_congo COG_the_arme_populaire_de_liberation COG_establish_the_anc COG_forces_terrestres COG_from_a_gendarmerie_to_a_fighting_force COG_standardize_military_production CONGO_establish_university_of_louvain COG_congo_and_the_war_in_europe COG_emergency_powers_for_pierre_ryckmans COG_an_independent_colonial_cabinet COG_found_the_congolese_national_movement COG_found_the_parti_solidaire_africain COG_encourage_unionism COG_invite_the_general_labour_federation_of_belgium COG_union_nationale_des_travailleurs_du_congo COG_make_contact_with_irving_brown COG_endorse_force_publique_mutinies CONGO_belgian_congo CONGO_rawji_group CONGO_weapon_repair_workshops CONGO_the_heart_of_africa CONGO_jungle_industry CONGO_rubber_plantations COG_governor_general_pierre_ryckmans COG_invest_in_urban_centers COG_cooperate_with_the_comite_special_du_katanga COG_lecho_du_katanga CONGO_expand_villages CONGO_ccci CONGO_regional_specialization CONGO_chefs_coutumiers CONGO_develop_infrastructure CONGO_new_vegetable_produce_markets CONGO_office_des_transports_coloniaux CONGO_prince_leopold_mine CONGO_forminiere CONGO_bakwanga_mine CONGO_kasai_secessionist_state CONGO_smuggle_diamonds CONGO_research_grants CONGO_congos_place_in_the_world CONGO_soviet_interest CONGO_whispers_of_independence CONGO_republic_of_congo
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		CONGO_african_union = 0
		CONGO_great_war_of_africa = 0
		COG_kasa_vubus_first_cabinet = 0
		COG_national_committee_for_liberation = 0
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_military_first_policies_r56
Constructs: prerequisite, has_war, limit, completion_reward, add_political_power, add_popularity, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_military_first_policies_r56
	icon = GFX_focus_generic_price_controls
	cost = 6
	prerequisite = {
		focus = SIA_escalate_industrial_policy_r56
	} {
		focus = SIA_return_to_the_world_stage_r56 SIA_forced_out_of_neutrality_r56
	}
	x = 1
	y = 1
	relative_position_id = SIA_escalate_industrial_policy_r56
	available = {
		has_war = yes
	}
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 25
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_requisition_rice_for_military_use_which_grants_tt generic_skip_one_line_tt unlocks_decision_nationalize_foreign_industries_which_grants_tt
			add_popularity = {
				ideology = ROOT
				popularity = -0.04
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			SIA_expand_economic_intervention_r56 = yes
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_national_broadcasting_service
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_national_broadcasting_service
	icon = GFX_focus_SWE_radiotjanst
	prerequisite = {
		focus = NZL_national_roads_board
	}
	x = 0
	y = 1
	relative_position_id = NZL_national_roads_board
	cost = 5
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = NZL_national_broadcasting_service
			bonus = 0.5
			uses = 1
			category = electronics
		}
	}
}
### Entity: Military Industrial Organization
Component: SWE_gotaverken_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_gotaverken_mio_flag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/SWE_organization.txt

Code:
SWE_gotaverken_organization = {
	include = generic_battle_line_ship_organization
	icon = GFX_idea_SWE_gotaverken
	allowed = {
		OR = {
			tag = SWE
			AND = {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = SWE
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = SWE
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_completed_focus = BRA_invite_foreign_companies
					has_country_flag = has_gotaverken_mio_flag
				}
			}
		}
	}
	trait = {
		token = SWE_mio_trait_high_capacity_dockyard
		name = SWE_mio_trait_high_capacity_dockyard
		icon = GFX_generic_mio_department_icon_ship_general_production
		relative_position_id = generic_mio_trait_semi_armor_piercing_shells
		any_parent = {
			generic_mio_trait_semi_armor_piercing_shells generic_mio_trait_super_heavy_shells generic_mio_trait_high_velocity_guns
		}
		special_trait_background = yes
		position = {
			x = 0
			y = 2
		}
		available = {
			SWE = {
				has_completed_focus = SWE_gotaverken
			}
		}
		production_bonus = {
			production_capacity_factor = 0.06
		}
	}
}
### Entity: Character
Component: army_infantry_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_infantry_2 = {
	sprite = 5
	army_infantry_attack_factor = 0.1
	army_infantry_defence_factor = 0.15
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Character
Component: CHA_democratic_guy
Constructs: has_government
Source: game
File: common/characters/CHA.txt

Code:
CHA_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = CHA_democratic_guy
		allowed = {
			original_tag = CHA
		}
		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: Idea
Component: catfast
Constructs: research_bonus
Source: game
File: common/ideas/catism.txt

Code:
catfast = {
	allowed = {
		original_tag = WAF
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: State History
Component: 1053
Constructs: add_core_of
Source: game
File: history/states/1053-East Nusa Tenggara.txt

Code:
state = {
	id = 1053
	name = STATE_1053
	resources = {

	}
	history = {
		owner = INS
		add_core_of = INS
		buildings = {
			infrastructure = 1
			4301 = {
				naval_base = 1
			}
		}
		victory_points = {
			4301 1
		}
	}
	provinces = {
		1298 4301 10175 7321 12151 10219 13394 13393
	}
	manpower = 1385395
	state_category = small_island
	local_supplies = 0.0
}
### Entity: Idea
Component: SWI_swissair
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_swissair = {
	picture = swissair
	allowed = {
		original_tag = SWI
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: ENG_colonial_elite
Constructs: research_speed_factor, has_government, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_colonial_elite = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = generic_research_bonus
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.07
	}
}
### Entity: Order of Battle
Component: Quesarito
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = Quesarito
	location = 3513
	division_template = Taco Bell Value Pack
	start_experience_factor = 0.75
}
### Entity: Event
Component: NSB_soviet_policies_of_collective_security.2
Constructs: is_triggered_only, save_global_event_target_as
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_policies_of_collective_security.2
	title = NSB_soviet_policies_of_collective_security.2.t
	desc = NSB_soviet_policies_of_collective_security.2.desc
	picture = GFX_report_event_worried_french
	is_triggered_only = yes
	option = {
		name = NSB_soviet_policies_of_collective_security.2.a
		SOV_apply_collective_ageement_on_mutual_assistance_effects_basic = yes
		FROM = {
			save_global_event_target_as = SOV_collective_security_pact_integrant
		}
		hidden_effect = {
			news_event = {
				id = nsb_news.102
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Character
Component: milli_sef
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
milli_sef = {
	random = no
	stability_factor = 0.1
	enemy_justify_war_goal_time = 2.0
	drift_defence_factor = 0.25
	army_core_defence_factor = 0.05
}
### Entity: Country History
Country: VIN
Component: VIN_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/VIN - Vietnam.txt

Code:
# Politics & Parties for VIN
set_politics = {
	ruling_party = democratic
	last_election = 1933.2.16
	election_frequency = 36
	elections_allowed = yes
}
set_popularities = {
	democratic = 35
	fascism = 15
	communism = 15
	neutrality = 35
}
### Entity: Idea
Component: HUN_low_popular_support
Constructs: war_support_factor, has_government
Source: game
File: common/ideas/hungary.txt

Code:
HUN_low_popular_support = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = democratic communism
			}
		}
	}
	picture = chi_war_of_resistance
	modifier = {
		army_core_attack_factor = -0.1
		army_core_defence_factor = -0.1
		war_support_factor = -0.1
	}
}
### Entity: Military Industrial Organization
Component: LIE_hilti_organization
Constructs: limit, has_war_with, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/LIE_organization.txt

Code:
LIE_hilti_organization = {
	name = LIE_hilti
	include = generic_infantry_equipment_organization
	icon = GFX_idea_hilti
	allowed = {
		original_tag = LIE
	}
	visible = {

	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = LIE
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = LIE
				}
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: Event
Component: bftb_news.2
Constructs: is_triggered_only
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.2
	title = bftb_news.2.t
	desc = bftb_news.2.desc
	picture = GFX_news_event_imro
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.2.a
		trigger = {
			BUL_country_seeks_macedonian_stability = yes
			NOT = {
				tag = BUL
			}
		}
	} {
		name = bftb_news.2.b
		trigger = {
			tag = BUL
		}
	} {
		name = bftb_news.2.c
		trigger = {
			NOT = {
				tag = BUL
			}
			BUL_country_seeks_macedonian_stability = no
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_hub_of_the_world_revolution
Constructs: add_war_support, has_country_flag, completion_reward, add_political_power, allow_branch, add_to_variable
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_hub_of_the_world_revolution
	icon = GFX_focus_SWE_refuge_for_revolutionaries
	relative_position_id = CHL_the_future_of_Chile
	x = 1
	y = 1
	cost = 10
	allow_branch = {
		has_country_flag = CHL_enable_hub_of_the_world
	}
	ai_will_do = {
		base = 1.5
	}
	available = {

	}
	completion_reward = {
		add_war_support = 0.1
		add_political_power = 35
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_modify_chilean_economy_ns_intro
		add_to_variable = {
			CHL_economy_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			CHL_economy_stability_factor = 0.15
			tooltip = stability_factor_tt
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_seize_british_assets
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_seize_british_assets
	icon = GFX_goal_PAL_seize_british_assets
	prerequisite = {
		focus = PAL_centralize_command_structure
	}
	x = 1
	y = 1
	relative_position_id = PAL_centralize_command_structure
	cost = 7.2
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = PAL_british_assets_seized
			days = 30
		}
	}
}
### Entity: Character
Component: PRC_head_of_the_personality_cult
Constructs: army_defence_factor, stability_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_head_of_the_personality_cult = {
	random = no
	equipment_capture_factor = 0.15
	political_power_gain = 0.15
	stability_factor = 0.1
	war_stability_factor = 0.05
	army_core_attack_factor = 0.05
	army_defence_factor = 0.05
	army_morale_factor = 0.1
	conscription = 0.01
}
### Entity: Character
Component: XIC_wang_huiwu
Source: game
File: common/characters/XIC.txt

Code:
XIC_wang_huiwu = {
	name = Wang Huiwu
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_7
			small = GFX_kr_portrait_asia_generic_land_7_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = XIC_wang_huiwu
		allowed = {
			original_tag = XIC
		}
		visible = {

		}
		cost = 100
		available = {

		}
		traits = {
			army_concealment_2
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: AI Strategy
Component: KOR_kim_gu_support_china
Constructs: has_government, has_country_leader
Source: game
File: common/ai_strategy/r56_KOR.txt

Code:
KOR_kim_gu_support_china = {
	allowed = {
		original_tag = KOR
	}
	enable = {
		has_country_leader = {
			character = KOR_kim_gu
			ruling_only = yes
		}
		has_government = neutrality
		CHI = {
			has_government = neutrality
			has_country_leader = {
				character = CHI_chiang_kaishek
				ruling_only = yes
			}
		}
	}
	abort = {
		NOT = {
			OR = {
				KOR = {
					has_country_leader = {
						character = KOR_kim_gu
						ruling_only = yes
					}
					has_government = neutrality
				}
				CHI = {
					has_country_leader = {
						character = CHI_chiang_kaishek
						ruling_only = yes
					}
					has_government = neutrality
				}
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = CHI
		value = 100
	} {
		type = alliance
		id = CHI
		value = 100
	}
}
### Entity: State History
Component: 619
Constructs: add_core_of
Source: game
File: history/states/619-China 16.txt

Code:
state = {
	id = 619
	name = STATE_619
	manpower = 1430700
	state_category = pastoral
	resources = {
		aluminium = 2
		chromium = 2
	}
	history = {
		owner = SIK
		add_core_of = SIK CHI PRC
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			2015 2
		}
	}
	provinces = {
		1766 2015 4828 5087 7949 12119
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: air_wing_126
Source: game
File: history/units/ENG_1939_air_bba.txt

Code:
air_wings = {
	126 = {
		medium_plane_airframe_1 = {
			owner = ENG
			amount = 64
			version_name = Vickers Wellington
		} {
			owner = ENG
			amount = 64
			version_name = Vickers Wellington
		}
	}
}
### Entity: Idea
Component: MEX_aerial_artillery
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_aerial_artillery = {
	name = MEX_aerial_artillery
	picture = strategic_bombing_focus
	allowed = {
		always = no
	}
	removal_cost = -1
	equipment_bonus = {
		small_plane_cas_airframe = {
			air_ground_attack = 0.15
			instant = yes
		}
		medium_plane_airframe = {
			air_ground_attack = 0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: srb_bel
Constructs: research_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
srb_bel = {
	allowed = {
		OR = {
			original_tag = BEL COG FLA
		}
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: INS_the_sultan_schoolmaster_of_siak
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_the_sultan_schoolmaster_of_siak = {
	research_speed_factor = 0.05
	political_power_factor = 0.1
	production_factory_efficiency_gain_factor = 0.05
	random = no
	sprite = 2
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_prepare_for_the_revolution
Constructs: has_completed_focus, prerequisite, limit, add_war_support, add_stability, completion_reward, add_manpower
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_prepare_for_the_revolution
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = ICE_anti_capitalist_propaganda
	}
	x = 0
	y = 1
	relative_position_id = ICE_anti_capitalist_propaganda
	cost = 10
	available = {
		OR = {
			communism = > 0.1
			fascism = > 0.1
		}
		NOT = {
			has_completed_focus = ICE_break_with_the_crown
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		IF = {
			limit = {
				has_completed_focus = ICE_break_with_the_crown
			}
			add_manpower = 5000
			add_war_support = 0.15
			add_stability = 0.05
		}
		ELSE = {
			custom_effect_tooltip = ICE_completion_break_with_the_crown_tt
			effect_tooltip = {
				add_manpower = 5000
				add_war_support = 0.15
				add_stability = 0.05
			}
		}
	}
}