Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: irq_focus
Component: IRQ_approach_tribes_for_support
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_manpower
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_approach_tribes_for_support
	icon = GFX_focus_IRQ_approach_tribes_for_support
	prerequisite = {
		focus = IRQ_royal_iraqi_army
	}
	x = 3
	y = 1
	relative_position_id = IRQ_royal_iraqi_army
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_manpower = 35000
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = IRQ_armed_tribes_idea
	}
}
### Entity: Character
Component: SAF_j_f_van_rensburg
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/SAF.txt

Code:
SAF_j_f_van_rensburg = {
	name = SAF_j_f_van_rensburg
	portraits = {
		army = {
			small = GFX_idea_SAF_j_f_van_rensburg
		}
		civilian = {
			small = GFX_idea_SAF_j_f_van_rensburg
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SAF_j_f_van_rensburg
		ledger = army
		allowed = {
			original_tag = SAF
		}
		traits = {
			military_theorist
		}
	} {
		slot = political_advisor
		idea_token = SAF_j_f_van_rensburg_fascist
		allowed = {
			original_tag = SAF
		}
		available = {
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				has_completed_focus = SAF_support_the_afrikaner_broederbond
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			NOT = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Idea
Component: CHL_popular_front_in_power
Constructs: has_government, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_popular_front_in_power = {
	picture = CHL_popular_front_in_power
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.02
		communism_drift = 0.01
		political_power_factor = 0.15
	}
}
### Entity: Effect Reference
Construct: release_from_captivity
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## release_from_captivity

* Supported Scopes: CHARACTER
* Supported Targets: none

Releases the scoped army leader from captivity. Has no effect if the leader is not captured.
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/JAP_1936_naval.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_heavy_1
			creator = JAP
			version_name = Kongo Class
		}
		requested_factories = 5
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:JAP_sasebo_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_carrier_1
			creator = JAP
			version_name = Soryu Class
		}
		requested_factories = 5
		progress = 0.66
		amount = 2
		industrial_manufacturer = mio:JAP_yokosuka_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_carrier_conversion_ca
			creator = JAP
			version_name = Zuiho Class
		}
		name = Zuiho
		requested_factories = 5
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:JAP_yokosuka_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_carrier_conversion_ca
			creator = JAP
			version_name = Zuiho Class
		}
		name = Shoho
		requested_factories = 5
		progress = 0.3
		amount = 1
		industrial_manufacturer = mio:JAP_yokosuka_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = JAP
			version_name = Mogami Class
		}
		requested_factories = 10
		progress = 0.2
		amount = 2
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_cruiser_1
			creator = JAP
			version_name = Okinoshima Class
		}
		requested_factories = 10
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = JAP
			version_name = Chitose/Mizuho Class
		}
		name = Chitose
		requested_factories = 10
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = JAP
			version_name = Chitose/Mizuho Class
		}
		name = Chiyoda
		requested_factories = 10
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = JAP
			version_name = Shiratsuyu Class
		}
		name = Shiratsuyu
		requested_factories = 10
		progress = 0.7
		amount = 1
		industrial_manufacturer = mio:JAP_maizuru_naval_arsenal_organization
	} {
		equipment = {
			type = ship_hull_light_2
			creator = JAP
			version_name = Shiratsuyu Class
		}
		name = Shigure
		requested_factories = 10
	
# ... (truncated)
### Entity: Event
Component: AAT_finland_kinship_war.01
Constructs: is_triggered_only, fire_only_once, unlock_decision_tooltip
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_kinship_war.01
	title = AAT_finland_kinship_war.01.t
	desc = AAT_finland_kinship_war.01.desc
	picture = GFX_report_event_FIN_karelian_forest_guerillas
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_kinship_war.01.a
		unlock_decision_tooltip = FIN_crush_the_karelian_insurrection
		custom_effect_tooltip = AAT_finland_kinship_war_dynamic_modifier_tt germany.126.warning
	}
}
### Entity: Effect Reference
Construct: random_character
Constructs: limit, random_character
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_character

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on random characters that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title
```
### Entity: Effect Reference
Construct: set_collaboration
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_collaboration

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Sets the collaboration in a target country with our currently scoped country
GER = {
  set_collaboration = {
    target = POL
    value = 0.3
  }
}

```
### Entity: National Focus
Tree: que_focus
Component: QUE_abandon_electorialism
Constructs: prerequisite, remove_ideas, has_government, completion_reward, is_subject, set_party_name, set_politics, add_popularity
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_abandon_electorialism
	icon = GFX_goal_generic_authority
	prerequisite = {
		focus = QUE_colonize_the_north
	}
	relative_position_id = QUE_trust_in_democracy
	x = 5
	y = 6
	cost = 2
	available_if_capitulated = yes
	mutually_exclusive = {
		focus = QUE_carry_on_the_work
	}
	ai_will_do = {
		factor = 8
	}
	available = {
		OR = {
			has_government = democratic neutrality
		} {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	completion_reward = {
		set_party_name = {
			ideology = neutrality
			long_name = QUE_democratic_party_alternate_long
			name = QUE_democratic_party_alternate
		} {
			ideology = democratic
			long_name = QUE_democratic_party_long
			name = QUE_democratic_party
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			popularity = 0.4
			ideology = neutrality
		}
		promote_character = {
			character = QUE_maurice_duplessis
			ideology = conservatism_n
		} {
			character = QUE_adelard_godbout
			ideology = liberalism
		}
		remove_ideas = QUE_liberal_legacy_3
		custom_effect_tooltip = QUE_party_nodemocracy
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_call_foreign_revolutionaries
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_call_foreign_revolutionaries
	icon = GFX_goal_generic_revolutionary_guards
	prerequisite = {
		focus = PAL_raise_red_banner
	}
	x = -2
	y = 1
	relative_position_id = PAL_raise_red_banner
	cost = 5
	completion_reward = {
		add_ideas = PAL_foreign_revolutionaries_idea
		add_war_support = 0.1
	}
}
### Entity: Idea
Component: INS_artilerie_inrichtingen
Constructs: has_completed_focus, has_government, is_subject_of, is_in_faction_with, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_artilerie_inrichtingen = {
	allowed = {
		original_tag = INS
	}
	available = {
		NOT = {
			has_government = communism
		}
		controls_state = 335
		has_completed_focus = INS_jewel_of_the_pacific
	}
	picture = artillerie_inrichtingen
	cost = 100
	visible = {
		OR = {
			is_subject_of = HOL
			is_in_faction_with = HOL
		}
		NOT = {
			has_completed_focus = INS_restore_the_arms_factories
		}
	}
	traits = {
		infantry_equipment_manufacturer
	}
	research_bonus = {
		infantry_weapons = 0.1
		artillery = 0.05
	}
}
### Entity: Scripted Trigger
Component: GER_can_delay_mefo_payment
Source: game
File: common/scripted_triggers/r56_GER_scripted_triggers.txt

Code:
GER_can_delay_mefo_payment = {
	political_power_daily = > -1
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_great_production_movement
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_great_production_movement
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = PRC_rural_survey
	}
	x = 1
	y = 1
	relative_position_id = PRC_rural_survey
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		PRC_modify_industrial_modifier = yes
		add_to_variable = {
			PRC_industry_production_factory_start_efficiency_factor = 0.05
			tooltip = production_factory_start_efficiency_factor_tt
		} {
			PRC_industry_line_change_production_efficiency_factor = 0.05
			tooltip = line_change_production_efficiency_factor_tt
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_italian_shipbuilding_expertise
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_italian_shipbuilding_expertise
	available = {
		is_in_faction_with = ITA
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_support_the_war_industry
	}
	icon = GFX_focus_generic_navy_battleship2
	x = -1
	y = 1
	relative_position_id = SPA_support_the_war_industry
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = SPA_italian_shipbuilding_expertise
		add_tech_bonus = {
			name = SPA_italian_shipbuilding_expertise
			bonus = 1
			uses = 1
			category = bb_tech
		}
	}
}
### Entity: Unit Template
Component: SOV_SS_IMPERIAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_SS_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_SUBMARINES
	for_countries = {
		SOV
	}
	can_use = {
		OR = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = 
	fallback_name = Podvodnaya Lodka %s
	unique = {
		Gagara Lebed Pelikan Kit Kasatka Skat Delfin Som Zmeya Kambala Karas Krokodil Drakon Sudak Ugor Utka Forel Osyotr Plotva Akula Nalim Beluga Losos Sig Kefal Sterlyad Shchuka Peskar Bychok Paltus Makrel Okun Feldmarshal Graf Sheremetyev Karp Pochtovy Minoga Kayman Alligator Morzh Nerpa Tyulen Krab Svyatoy Georgy Narval Kashalot Bars Gepard Vepr Tigr Lvitsa Volk Pantera Rys Kuguar Edinorog Leopard Tur Yaguar Yaz Yorsh Orlan Burevestnik
	}
}
### Entity: AI Strategy
Component: r56_major_research_improved_airframe_early
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_major_research_improved_airframe_early = {
	allowed = {
		country_is_major_nation = yes
	}
	enable = {
		NOT = {
			has_tech = improved_small_airframe
		}
		has_tech = basic_small_airframe
		date = > 1938.9.1
	}
	abort = {
		has_tech = improved_small_airframe
	}
	ai_strategy = {
		type = research_tech
		id = improved_small_airframe
		value = 30
	}
}
### Entity: AI Strategy
Component: GER_less_naval_focused_nation
Constructs: has_dlc
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_less_naval_focused_nation = {
	allowed = {
		original_tag = GER
		not = {
			has_dlc = Man the Guns
		}
	}
	enable = {
		date = > 1936.1.1
	}
	abort = {
		date = > 1943.1.1
	}
	ai_strategy = {
		type = unit_ratio
		id = capital_ship
		value = -3
	} {
		type = unit_ratio
		id = submarine
		value = -3
	} {
		type = unit_ratio
		id = screen_ship
		value = -3
	} {
		type = unit_ratio
		id = convoy
		value = -3
	}
}
### Entity: Faction
Component: faction_goal_control_brittany_bases
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_brittany_bases = {
	name = control_brittany_bases_goal_name
	description = control_brittany_bases_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = FRA
				is_in_faction_with = FRA
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 14
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		14 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 14
			}
			add_faction_initiative = 1
		}
		14 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			14 = {
				controller = {
					has_war_with = ROOT
				}
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			is_historical_focus_on = yes
			OR = {
				original_tag = SOV GER
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_free_other_latin_markets
Constructs: prerequisite, has_war, limit, add_ideas, has_government, completion_reward, create_wargoal
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_free_other_latin_markets
	icon = GFX_goal_HON_ancap_globalists
	prerequisite = {
		focus = HON_free_our_markets
	}
	relative_position_id = HON_empower_domestic_competition
	available = {
		has_war = no
		NOT = {
			OR = {
				has_government = fascism communism
			}
		}
	}
	x = -1
	y = 3
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 9.9
	}
	completion_reward = {
		add_ideas = r56_HON_free_other_latin_markets
		if = {
			limit = {
				MEX = {
					exists = yes
					OR = {
						has_government = fascism communism
					}
				}
			}
			create_wargoal = {
				target = MEX
				type = topple_government
				expire = 0
			}
		} {
			limit = {
				COL = {
					exists = yes
					OR = {
						has_government = fascism communism
					}
				}
			}
			create_wargoal = {
				target = COL
				type = topple_government
				expire = 0
			}
		} {
			limit = {
				DOM = {
					exists = yes
					OR = {
						has_government = fascism communism
					}
				}
			}
			create_wargoal = {
				target = DOM
				type = topple_government
				expire = 0
			}
		} {
			limit = {
				CUB = {
					exists = yes
					OR = {
						has_government = fascism communism
					}
				}
			}
			create_wargoal = {
				target = CUB
				type = topple_government
				expire = 0
			}
		} {
			limit = {
				HAI = {
					exists = yes
					OR = {
						has_government = fascism communism
					}
				}
			}
			create_wargoal = {
				target = HAI
				type = topple_government
				expire = 0
			}
		} {
			limit = {
				VEN = {
					exists = yes
					OR = {
						has_government = fascism communism
					}
				}
			}
			create_wargoal = {
				target = VEN
				type = topple_government
				expire = 0
			}
		} {
			limit = {
				ECU = {
					exists = yes
					OR = {
						has_government = fascism communism
					}
				}
			}
			create_wargoal = {
				target = ECU
				type = topple_government
				expire = 0
			}
		}
	}
}
### Entity: Achievement
Component: premyslids_dream
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc
Source: game
File: common/achievements.txt

Code:
premyslids_dream = {
	id = 270
	possible = {
		tag = CZE
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = Peace For Our Time
	}
	happened = {
		has_completed_focus = CZE_proclaim_the_restoration_of_bohemia CZE_the_legacy_of_ottokar
	}
}
### Entity: Character
Component: navy_chief_naval_aviation_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_naval_aviation_3 = {
	sprite = 1
	navy_carrier_air_attack_factor = 0.1
	navy_carrier_air_targetting_factor = 0.12
	navy_carrier_air_agility_factor = 0.15
	experience_gain_navy = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Idea
Component: CHI_mobile_bases_hidden
Constructs: has_dlc, removal_cost, sortie_efficiency, equipment_bonus
Source: game
File: common/ideas/china.txt

Code:
CHI_mobile_bases_hidden = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fighter_sortie_efficiency = 0.05
		sortie_efficiency = 0.05
		navy_carrier_air_agility_factor = 0.05
	}
	equipment_bonus = {
		carrier = {
			instant = yes
			naval_range = -0.15
			surface_visibility = -0.1
			sub_visibility = -0.1
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_utilize_the_inland_terrain
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, has_dlc, add_doctrine_cost_reduction, add_command_power
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_utilize_the_inland_terrain
	prerequisite = {
		focus = POR_modernize_our_infantry
	}
	icon = GFX_goal_generic_mountain_warfare
	cost = 10
	ai_will_do = {
		base = 2
	}
	x = -1
	y = 1
	relative_position_id = POR_modernize_our_infantry
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = infantry
			}
			add_daily_mastery = {
				name = POR_utilize_the_inland_terrain
				amount = 0.2
				days = 180
				track = infantry
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = POR_utilize_the_inland_terrain
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			army_experience = 15
			add_command_power = 10
		} {
			add_tech_bonus = {
				name = POR_utilize_the_inland_terrain
				bonus = 1.0
				uses = 2
				category = r56_special_forces_training_tech
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_tech_bonus = {
			name = POR_utilize_the_inland_terrain
			bonus = 1.0
			ahead_reduction = 1
			uses = 1
			category = mountaineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Name List
Component: SAR
Source: game
File: common/names/00_names.txt

Code:
SAR = {
	male = {
		names = {
			Najib Muhammad Tengku Kadir Tengku Kadir Embok Eunos Ibrahim Pak Pandir Rashid Ahmad Nordin Abdul Amin Lokman Yaacob Elyas Mazlan
		}
	}
	female = {
		names = {
			Azura Merenui Metetini Miri Moea Moeata Moerani Mohea Nanihi Nu’utea Orama Poe Pear Poehina Poenui Poerava Puaiti Puatea Puaura Ranitea Rarahu Raunui Raurii Tahiata Taiana Taina Tania Taurua Tautiare Tehani Tehea Teora Tera Tevai Titaina Titaua Tuianu Tumata Unutea Urarii Vaea Vaiana Vaianu Vaiata Vaihere Vaimiti Vairea Vaite Vaitiare
		}
	}
	surnames = {
		Razak Yusof Ali Suloh Abdullah Yaacob Sako Maidin Boestamam Aziz Latiff Omar
	}
	callsigns = {

	}
}
### Entity: Idea
Component: EAI_DD_4/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.04
			instant = yes
		}
	}
}
### Entity: Idea
Component: HOL_royal_dutch_shell
Constructs: has_completed_focus, limit, has_dlc, research_bonus
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_royal_dutch_shell = {
	available = {
		if = {
			limit = {
				has_dlc = Thunder at Our Gates
			}
			OR = {
				has_completed_focus = HOL_expand_curacao_oil_refineries_taog INSHOL_expand_shell
			}
		}
		else = {
			has_completed_focus = HOL_expand_curacao_oil_refineries
		}
	}
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	cost = 75
	picture = HOL_royal_dutch_shell
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: Scripted Effect
Component: AUS_set_doth_defalts
Constructs: set_variable
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_set_doth_defalts = {
	set_variable = {
		AUS_doth_production_speed_bunker_factor = 0.25
	} {
		AUS_doth_army_core_defence_factor = 0.1
	} {
		AUS_doth_drift_defence_factor = 0
	} {
		AUS_doth_political_power_factor = 0
	} {
		AUS_doth_defensive_war_stability_factor = 0
	}
}
### Entity: Character
Component: DEN_knud_bach_2
Constructs: has_dlc, is_country_leader, has_country_leader
Source: game
File: common/characters/DEN.txt

Code:
DEN_knud_bach_2 = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_knud_bach
		portraits = {
			civilian = {
				large = GFX_portrait_DEN_knud_bach
				small = GFX_portrait_DEN_knud_bach_small
			}
		}
		country_leader = {
			ideology = oligarchism
			traits = {
				DEN_rightwing_populist
			}
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = DEN_knud_bach
			cost = 0
			allowed = {
				original_tag = DEN
			}
			available = {
				is_country_leader = no
			}
			visible = {
				has_country_leader = {
					ruling_only = yes
					character = DEN_christian_x
				}
			}
			traits = {
				landbrugsminister
			}
			ai_will_do = {
				base = 5
				modifier = {
					factor = 0
					DEN_historical_ai = yes
				} {
					factor = 10
					DEN_royal_ai = yes
				}
			}
			on_add = {
				owner = {
					DEN_advisor_medium_BOP_increase_effect = yes
				}
			}
			on_remove = {
				owner = {
					DEN_advisor_medium_BOP_decrease_effect = yes
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_knud_bach
		portraits = {
			civilian = {
				large = GFX_portrait_Europe_Generic_1
			}
		}
		country_leader = {
			ideology = moderatism
			expire = 1965.1.1.1
			id = -1
		}
	}
}